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https://github.com/bevyengine/bevy
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dc9b486650
# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0`
87 lines
2.9 KiB
Rust
87 lines
2.9 KiB
Rust
//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
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use bevy::{
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pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
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prelude::*,
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render::render_resource::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(MaterialPlugin::<
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ExtendedMaterial<StandardMaterial, MyExtension>,
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>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_things)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
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) {
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// sphere
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commands.spawn(MaterialMeshBundle {
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mesh: meshes.add(Sphere::new(1.0)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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material: materials.add(ExtendedMaterial {
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base: StandardMaterial {
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base_color: Color::RED,
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// can be used in forward or deferred mode.
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opaque_render_method: OpaqueRendererMethod::Auto,
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// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
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// in forward mode, the output can also be modified after lighting is applied.
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// see the fragment shader `extended_material.wgsl` for more info.
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// Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
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// change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
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..Default::default()
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},
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extension: MyExtension { quantize_steps: 3 },
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}),
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..default()
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});
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// light
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commands.spawn((
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DirectionalLightBundle {
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transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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Rotate,
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));
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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#[derive(Component)]
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struct Rotate;
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fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
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for mut t in &mut q {
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t.rotate_y(time.delta_seconds());
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}
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}
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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struct MyExtension {
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// We need to ensure that the bindings of the base material and the extension do not conflict,
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// so we start from binding slot 100, leaving slots 0-99 for the base material.
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#[uniform(100)]
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quantize_steps: u32,
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}
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impl MaterialExtension for MyExtension {
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fn fragment_shader() -> ShaderRef {
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"shaders/extended_material.wgsl".into()
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}
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fn deferred_fragment_shader() -> ShaderRef {
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"shaders/extended_material.wgsl".into()
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}
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}
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