//! Demonstrates fog volumes with voxel density textures. //! //! We render the Stanford bunny as a fog volume. Parts of the bunny become //! lighter and darker as the camera rotates. This is physically-accurate //! behavior that results from the scattering and absorption of the directional //! light. use bevy::{ math::vec3, pbr::{FogVolume, VolumetricFog, VolumetricLight}, prelude::*, }; /// Entry point. fn main() { App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "Bevy Fog Volumes Example".into(), ..default() }), ..default() })) .insert_resource(AmbientLight::NONE) .add_systems(Startup, setup) .add_systems(Update, rotate_camera) .run(); } /// Spawns all the objects in the scene. fn setup(mut commands: Commands, asset_server: Res) { // Spawn a fog volume with a voxelized version of the Stanford bunny. commands.spawn(( Transform::from_xyz(0.0, 0.5, 0.0), FogVolume { density_texture: Some(asset_server.load("volumes/bunny.ktx2")), density_factor: 1.0, // Scatter as much of the light as possible, to brighten the bunny // up. scattering: 1.0, ..default() }, )); // Spawn a bright directional light that illuminates the fog well. commands.spawn(( Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y), DirectionalLight { shadows_enabled: true, illuminance: 32000.0, ..default() }, // Make sure to add this for the light to interact with the fog. VolumetricLight, )); // Spawn a camera. commands.spawn(( Camera3d::default(), Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y), Camera { hdr: true, ..default() }, VolumetricFog { // Make this relatively high in order to increase the fog quality. step_count: 64, // Disable ambient light. ambient_intensity: 0.0, ..default() }, )); } /// Rotates the camera a bit every frame. fn rotate_camera(mut cameras: Query<&mut Transform, With>) { for mut camera_transform in cameras.iter_mut() { *camera_transform = Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation) .looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y); } }