//! Demonstrates how to use transparency in 3D. //! Shows the effects of different blend modes. //! The `fade_transparency` system smoothly changes the transparency over time. use bevy::prelude::*; fn main() { App::new() .insert_resource(Msaa::default()) .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, fade_transparency) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Opaque plane, uses `alpha_mode: Opaque` by default commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(6.0, 6.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }); // Transparent sphere, uses `alpha_mode: Mask(f32)` commands.spawn(PbrBundle { mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()), material: materials.add(StandardMaterial { // Alpha channel of the color controls transparency. // We set it to 0.0 here, because it will be changed over time in the // `fade_transparency` function. // Note that the transparency has no effect on the objects shadow. base_color: Color::srgba(0.2, 0.7, 0.1, 0.0), // Mask sets a cutoff for transparency. Alpha values below are fully transparent, // alpha values above are fully opaque. alpha_mode: AlphaMode::Mask(0.5), ..default() }), transform: Transform::from_xyz(1.0, 0.5, -1.5), ..default() }); // Transparent unlit sphere, uses `alpha_mode: Mask(f32)` commands.spawn(PbrBundle { mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()), material: materials.add(StandardMaterial { base_color: Color::srgba(0.2, 0.7, 0.1, 0.0), alpha_mode: AlphaMode::Mask(0.5), unlit: true, ..default() }), transform: Transform::from_xyz(-1.0, 0.5, -1.5), ..default() }); // Transparent cube, uses `alpha_mode: Blend` commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::default()), // Notice how there is no need to set the `alpha_mode` explicitly here. // When converting a color to a material using `into()`, the alpha mode is // automatically set to `Blend` if the alpha channel is anything lower than 1.0. material: materials.add(Color::srgba(0.5, 0.5, 1.0, 0.0)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // Transparent cube, uses `alpha_mode: AlphaToCoverage` commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(StandardMaterial { base_color: Color::srgba(0.5, 1.0, 0.5, 0.0), alpha_mode: AlphaMode::AlphaToCoverage, ..default() }), transform: Transform::from_xyz(-1.5, 0.5, 0.0), ..default() }); // Opaque sphere commands.spawn(PbrBundle { mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()), material: materials.add(Color::srgb(0.7, 0.2, 0.1)), transform: Transform::from_xyz(0.0, 0.5, -1.5), ..default() }); // Light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// Fades the alpha channel of all materials between 0 and 1 over time. /// Each blend mode responds differently to this: /// - [`Opaque`](AlphaMode::Opaque): Ignores alpha channel altogether, these materials stay completely opaque. /// - [`Mask(f32)`](AlphaMode::Mask): Object appears when the alpha value goes above the mask's threshold, disappears /// when the alpha value goes back below the threshold. /// - [`Blend`](AlphaMode::Blend): Object fades in and out smoothly. /// - [`AlphaToCoverage`](AlphaMode::AlphaToCoverage): Object fades in and out /// in steps corresponding to the number of multisample antialiasing (MSAA) /// samples in use. For example, assuming 8xMSAA, the object will be /// completely opaque, then will be 7/8 opaque (1/8 transparent), then will be /// 6/8 opaque, then 5/8, etc. pub fn fade_transparency(time: Res