mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
1141e731ff
[Alpha to coverage] (A2C) replaces alpha blending with a hardware-specific multisample coverage mask when multisample antialiasing is in use. It's a simple form of [order-independent transparency] that relies on MSAA. ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"] is a good summary of the motivation for and best practices relating to A2C. This commit implements alpha to coverage support as a new variant for `AlphaMode`. You can supply `AlphaMode::AlphaToCoverage` as the `alpha_mode` field in `StandardMaterial` to use it. When in use, the standard material shader automatically applies the texture filtering method from ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]. Objects with alpha-to-coverage materials are binned in the opaque pass, as they're fully order-independent. The `transparency_3d` example has been updated to feature an object with alpha to coverage. Happily, the example was already using MSAA. This is part of #2223, as far as I can tell. [Alpha to coverage]: https://en.wikipedia.org/wiki/Alpha_to_coverage [order-independent transparency]: https://en.wikipedia.org/wiki/Order-independent_transparency ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]: https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f --- ## Changelog ### Added * The `AlphaMode` enum now supports `AlphaToCoverage`, to provide limited order-independent transparency when multisample antialiasing is in use.
123 lines
4.7 KiB
Rust
123 lines
4.7 KiB
Rust
//! 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<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// 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<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
|
|
let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
|
|
for (_, material) in materials.iter_mut() {
|
|
material.base_color.set_alpha(alpha);
|
|
}
|
|
}
|