use bevy_color::{Color, ColorToComponents, LinearRgba}; use bevy_ecs::prelude::*; use bevy_math::{ops, Vec3}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{extract_component::ExtractComponent, prelude::Camera}; /// Configures the “classic” computer graphics [distance fog](https://en.wikipedia.org/wiki/Distance_fog) effect, /// in which objects appear progressively more covered in atmospheric haze the further away they are from the camera. /// Affects meshes rendered via the PBR [`StandardMaterial`](crate::StandardMaterial). /// /// ## Falloff /// /// The rate at which fog intensity increases with distance is controlled by the falloff mode. /// Currently, the following fog falloff modes are supported: /// /// - [`FogFalloff::Linear`] /// - [`FogFalloff::Exponential`] /// - [`FogFalloff::ExponentialSquared`] /// - [`FogFalloff::Atmospheric`] /// /// ## Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # use bevy_render::prelude::*; /// # use bevy_core_pipeline::prelude::*; /// # use bevy_pbr::prelude::*; /// # use bevy_color::Color; /// # fn system(mut commands: Commands) { /// commands.spawn(( /// // Setup your camera as usual /// Camera3d::default(), /// // Add fog to the same entity /// DistanceFog { /// color: Color::WHITE, /// falloff: FogFalloff::Exponential { density: 1e-3 }, /// ..Default::default() /// }, /// )); /// # } /// # bevy_ecs::system::assert_is_system(system); /// ``` /// /// ## Material Override /// /// Once enabled for a specific camera, the fog effect can also be disabled for individual /// [`StandardMaterial`](crate::StandardMaterial) instances via the `fog_enabled` flag. #[derive(Debug, Clone, Component, Reflect, ExtractComponent)] #[extract_component_filter(With)] #[reflect(Component, Default, Debug)] pub struct DistanceFog { /// The color of the fog effect. /// /// **Tip:** The alpha channel of the color can be used to “modulate” the fog effect without /// changing the fog falloff mode or parameters. pub color: Color, /// Color used to modulate the influence of directional light colors on the /// fog, where the view direction aligns with each directional light direction, /// producing a “glow” or light dispersion effect. (e.g. around the sun) /// /// Use [`Color::NONE`] to disable the effect. pub directional_light_color: Color, /// The exponent applied to the directional light alignment calculation. /// A higher value means a more concentrated “glow”. pub directional_light_exponent: f32, /// Determines which falloff mode to use, and its parameters. pub falloff: FogFalloff, } #[deprecated(since = "0.15.0", note = "Renamed to `DistanceFog`")] pub type FogSettings = DistanceFog; /// Allows switching between different fog falloff modes, and configuring their parameters. /// /// ## Convenience Methods /// /// When using non-linear fog modes it can be hard to determine the right parameter values /// for a given scene. /// /// For easier artistic control, instead of creating the enum variants directly, you can use the /// visibility-based convenience methods: /// /// - For `FogFalloff::Exponential`: /// - [`FogFalloff::from_visibility()`] /// - [`FogFalloff::from_visibility_contrast()`] /// /// - For `FogFalloff::ExponentialSquared`: /// - [`FogFalloff::from_visibility_squared()`] /// - [`FogFalloff::from_visibility_contrast_squared()`] /// /// - For `FogFalloff::Atmospheric`: /// - [`FogFalloff::from_visibility_color()`] /// - [`FogFalloff::from_visibility_colors()`] /// - [`FogFalloff::from_visibility_contrast_color()`] /// - [`FogFalloff::from_visibility_contrast_colors()`] #[derive(Debug, Clone, Reflect)] pub enum FogFalloff { /// A linear fog falloff that grows in intensity between `start` and `end` distances. /// /// This falloff mode is simpler to control than other modes, however it can produce results that look “artificial”, depending on the scene. /// /// ## Formula /// /// The fog intensity for a given point in the scene is determined by the following formula: /// /// ```text /// let fog_intensity = 1.0 - ((end - distance) / (end - start)).clamp(0.0, 1.0); /// ``` /// /// /// Plot showing how linear fog falloff behaves for start and end values of 0.8 and 2.2, respectively. /// /// 1 /// 1 /// 0 /// 2 /// 3 /// distance /// fog intensity /// /// /// /// start /// end /// Linear { /// Distance from the camera where fog is completely transparent, in world units. start: f32, /// Distance from the camera where fog is completely opaque, in world units. end: f32, }, /// An exponential fog falloff with a given `density`. /// /// Initially gains intensity quickly with distance, then more slowly. Typically produces more natural results than [`FogFalloff::Linear`], /// but is a bit harder to control. /// /// To move the fog “further away”, use lower density values. To move it “closer” use higher density values. /// /// ## Tips /// /// - Use the [`FogFalloff::from_visibility()`] convenience method to create an exponential falloff with the proper /// density for a desired visibility distance in world units; /// - It's not _unusual_ to have very large or very small values for the density, depending on the scene /// scale. Typically, for scenes with objects in the scale of thousands of units, you might want density values /// in the ballpark of `0.001`. Conversely, for really small scale scenes you might want really high values of /// density; /// - Combine the `density` parameter with the [`DistanceFog`] `color`'s alpha channel for easier artistic control. /// /// ## Formula /// /// The fog intensity for a given point in the scene is determined by the following formula: /// /// ```text /// let fog_intensity = 1.0 - 1.0 / (distance * density).exp(); /// ``` /// /// /// Plot showing how exponential fog falloff behaves for different density values /// /// /// /// /// /// /// /// /// /// 1 /// 1 /// 0 /// 2 /// 3 /// density = 2 /// density = 1 /// density = 0.5 /// distance /// fog intensity /// Exponential { /// Multiplier applied to the world distance (within the exponential fog falloff calculation). density: f32, }, /// A squared exponential fog falloff with a given `density`. /// /// Similar to [`FogFalloff::Exponential`], but grows more slowly in intensity for closer distances /// before “catching up”. /// /// To move the fog “further away”, use lower density values. To move it “closer” use higher density values. /// /// ## Tips /// /// - Use the [`FogFalloff::from_visibility_squared()`] convenience method to create an exponential squared falloff /// with the proper density for a desired visibility distance in world units; /// - Combine the `density` parameter with the [`DistanceFog`] `color`'s alpha channel for easier artistic control. /// /// ## Formula /// /// The fog intensity for a given point in the scene is determined by the following formula: /// /// ```text /// let fog_intensity = 1.0 - 1.0 / (distance * density).squared().exp(); /// ``` /// /// /// Plot showing how exponential squared fog falloff behaves for different density values /// /// /// /// /// /// /// /// /// /// 1 /// 1 /// 0 /// 2 /// 3 /// density = 2 /// density = 1 /// density = 0.5 /// distance /// fog intensity /// ExponentialSquared { /// Multiplier applied to the world distance (within the exponential squared fog falloff calculation). density: f32, }, /// A more general form of the [`FogFalloff::Exponential`] mode. The falloff formula is separated into /// two terms, `extinction` and `inscattering`, for a somewhat simplified atmospheric scattering model. /// Additionally, individual color channels can have their own density values, resulting in a total of /// six different configuration parameters. /// /// ## Tips /// /// - Use the [`FogFalloff::from_visibility_colors()`] or [`FogFalloff::from_visibility_color()`] convenience methods /// to create an atmospheric falloff with the proper densities for a desired visibility distance in world units and /// extinction and inscattering colors; /// - Combine the atmospheric fog parameters with the [`DistanceFog`] `color`'s alpha channel for easier artistic control. /// /// ## Formula /// /// Unlike other modes, atmospheric falloff doesn't use a simple intensity-based blend of fog color with /// object color. Instead, it calculates per-channel extinction and inscattering factors, which are /// then used to calculate the final color. /// /// ```text /// let extinction_factor = 1.0 - 1.0 / (distance * extinction).exp(); /// let inscattering_factor = 1.0 - 1.0 / (distance * inscattering).exp(); /// let result = input_color * (1.0 - extinction_factor) + fog_color * inscattering_factor; /// ``` /// /// ## Equivalence to [`FogFalloff::Exponential`] /// /// For a density value of `D`, the following two falloff modes will produce identical visual results: /// /// ``` /// # use bevy_pbr::prelude::*; /// # use bevy_math::prelude::*; /// # const D: f32 = 0.5; /// # /// let exponential = FogFalloff::Exponential { /// density: D, /// }; /// /// let atmospheric = FogFalloff::Atmospheric { /// extinction: Vec3::new(D, D, D), /// inscattering: Vec3::new(D, D, D), /// }; /// ``` /// /// **Note:** While the results are identical, [`FogFalloff::Atmospheric`] is computationally more expensive. Atmospheric { /// Controls how much light is removed due to atmospheric “extinction”, i.e. loss of light due to /// photons being absorbed by atmospheric particles. /// /// Each component can be thought of as an independent per `R`/`G`/`B` channel `density` factor from /// [`FogFalloff::Exponential`]: Multiplier applied to the world distance (within the fog /// falloff calculation) for that specific channel. /// /// **Note:** /// This value is not a `Color`, since it affects the channels exponentially in a non-intuitive way. /// For artistic control, use the [`FogFalloff::from_visibility_colors()`] convenience method. extinction: Vec3, /// Controls how much light is added due to light scattering from the sun through the atmosphere. /// /// Each component can be thought of as an independent per `R`/`G`/`B` channel `density` factor from /// [`FogFalloff::Exponential`]: A multiplier applied to the world distance (within the fog /// falloff calculation) for that specific channel. /// /// **Note:** /// This value is not a `Color`, since it affects the channels exponentially in a non-intuitive way. /// For artistic control, use the [`FogFalloff::from_visibility_colors()`] convenience method. inscattering: Vec3, }, } impl FogFalloff { /// Creates a [`FogFalloff::Exponential`] value from the given visibility distance in world units, /// using the revised Koschmieder contrast threshold, [`FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD`]. pub fn from_visibility(visibility: f32) -> FogFalloff { FogFalloff::from_visibility_contrast( visibility, FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD, ) } /// Creates a [`FogFalloff::Exponential`] value from the given visibility distance in world units, /// and a given contrast threshold in the range of `0.0` to `1.0`. pub fn from_visibility_contrast(visibility: f32, contrast_threshold: f32) -> FogFalloff { FogFalloff::Exponential { density: FogFalloff::koschmieder(visibility, contrast_threshold), } } /// Creates a [`FogFalloff::ExponentialSquared`] value from the given visibility distance in world units, /// using the revised Koschmieder contrast threshold, [`FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD`]. pub fn from_visibility_squared(visibility: f32) -> FogFalloff { FogFalloff::from_visibility_contrast_squared( visibility, FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD, ) } /// Creates a [`FogFalloff::ExponentialSquared`] value from the given visibility distance in world units, /// and a given contrast threshold in the range of `0.0` to `1.0`. pub fn from_visibility_contrast_squared( visibility: f32, contrast_threshold: f32, ) -> FogFalloff { FogFalloff::ExponentialSquared { density: (FogFalloff::koschmieder(visibility, contrast_threshold) / visibility).sqrt(), } } /// Creates a [`FogFalloff::Atmospheric`] value from the given visibility distance in world units, /// and a shared color for both extinction and inscattering, using the revised Koschmieder contrast threshold, /// [`FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD`]. pub fn from_visibility_color( visibility: f32, extinction_inscattering_color: Color, ) -> FogFalloff { FogFalloff::from_visibility_contrast_colors( visibility, FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD, extinction_inscattering_color, extinction_inscattering_color, ) } /// Creates a [`FogFalloff::Atmospheric`] value from the given visibility distance in world units, /// extinction and inscattering colors, using the revised Koschmieder contrast threshold, /// [`FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD`]. /// /// ## Tips /// - Alpha values of the provided colors can modulate the `extinction` and `inscattering` effects; /// - Using an `extinction_color` of [`Color::WHITE`] or [`Color::NONE`] disables the extinction effect; /// - Using an `inscattering_color` of [`Color::BLACK`] or [`Color::NONE`] disables the inscattering effect. pub fn from_visibility_colors( visibility: f32, extinction_color: Color, inscattering_color: Color, ) -> FogFalloff { FogFalloff::from_visibility_contrast_colors( visibility, FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD, extinction_color, inscattering_color, ) } /// Creates a [`FogFalloff::Atmospheric`] value from the given visibility distance in world units, /// a contrast threshold in the range of `0.0` to `1.0`, and a shared color for both extinction and inscattering. pub fn from_visibility_contrast_color( visibility: f32, contrast_threshold: f32, extinction_inscattering_color: Color, ) -> FogFalloff { FogFalloff::from_visibility_contrast_colors( visibility, contrast_threshold, extinction_inscattering_color, extinction_inscattering_color, ) } /// Creates a [`FogFalloff::Atmospheric`] value from the given visibility distance in world units, /// a contrast threshold in the range of `0.0` to `1.0`, extinction and inscattering colors. /// /// ## Tips /// - Alpha values of the provided colors can modulate the `extinction` and `inscattering` effects; /// - Using an `extinction_color` of [`Color::WHITE`] or [`Color::NONE`] disables the extinction effect; /// - Using an `inscattering_color` of [`Color::BLACK`] or [`Color::NONE`] disables the inscattering effect. pub fn from_visibility_contrast_colors( visibility: f32, contrast_threshold: f32, extinction_color: Color, inscattering_color: Color, ) -> FogFalloff { use core::f32::consts::E; let [r_e, g_e, b_e, a_e] = LinearRgba::from(extinction_color).to_f32_array(); let [r_i, g_i, b_i, a_i] = LinearRgba::from(inscattering_color).to_f32_array(); FogFalloff::Atmospheric { extinction: Vec3::new( // Values are subtracted from 1.0 here to preserve the intuitive/artistic meaning of // colors, since they're later subtracted. (e.g. by giving a blue extinction color, you // get blue and _not_ yellow results) ops::powf(1.0 - r_e, E), ops::powf(1.0 - g_e, E), ops::powf(1.0 - b_e, E), ) * FogFalloff::koschmieder(visibility, contrast_threshold) * ops::powf(a_e, E), inscattering: Vec3::new(ops::powf(r_i, E), ops::powf(g_i, E), ops::powf(b_i, E)) * FogFalloff::koschmieder(visibility, contrast_threshold) * ops::powf(a_i, E), } } /// A 2% contrast threshold was originally proposed by Koschmieder, being the /// minimum visual contrast at which a human observer could detect an object. /// We use a revised 5% contrast threshold, deemed more realistic for typical human observers. pub const REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD: f32 = 0.05; /// Calculates the extinction coefficient β, from V and Cₜ, where: /// /// - Cₜ is the contrast threshold, in the range of `0.0` to `1.0` /// - V is the visibility distance in which a perfectly black object is still identifiable /// against the horizon sky within the contrast threshold /// /// We start with Koschmieder's equation: /// /// ```text /// -ln(Cₜ) /// V = ───────── /// β /// ``` /// /// Multiplying both sides by β/V, that gives us: /// /// ```text /// -ln(Cₜ) /// β = ───────── /// V /// ``` /// /// See: /// - /// - pub fn koschmieder(v: f32, c_t: f32) -> f32 { -ops::ln(c_t) / v } } impl Default for DistanceFog { fn default() -> Self { DistanceFog { color: Color::WHITE, falloff: FogFalloff::Linear { start: 0.0, end: 100.0, }, directional_light_color: Color::NONE, directional_light_exponent: 8.0, } } }