mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
83 lines
2.3 KiB
Rust
83 lines
2.3 KiB
Rust
//! A shader that samples a texture with view-independent UV coordinates.
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
render::render_resource::{AsBindGroup, ShaderRef},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotate_camera)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct MainCamera;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut custom_materials: ResMut<Assets<CustomMaterial>>,
|
|
mut standard_materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Plane::from_size(5.0)),
|
|
material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3)),
|
|
..default()
|
|
});
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 150_000.0,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
|
..default()
|
|
});
|
|
|
|
commands.spawn(MaterialMeshBundle {
|
|
mesh: meshes.add(shape::Cube { size: 1.0 }),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
material: custom_materials.add(CustomMaterial {
|
|
texture: asset_server.load(
|
|
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
|
|
),
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},
|
|
MainCamera,
|
|
));
|
|
}
|
|
|
|
fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
|
|
let cam_transform = camera.single_mut().into_inner();
|
|
|
|
cam_transform.rotate_around(
|
|
Vec3::ZERO,
|
|
Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
|
|
);
|
|
cam_transform.look_at(Vec3::ZERO, Vec3::Y);
|
|
}
|
|
|
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
|
pub struct CustomMaterial {
|
|
#[texture(0)]
|
|
#[sampler(1)]
|
|
texture: Handle<Image>,
|
|
}
|
|
|
|
impl Material for CustomMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
"shaders/custom_material_screenspace_texture.wgsl".into()
|
|
}
|
|
}
|