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![Screenshot](https://i.imgur.com/A4KzWFq.png) # Objective Lightmaps, textures that store baked global illumination, have been a mainstay of real-time graphics for decades. Bevy currently has no support for them, so this pull request implements them. ## Solution The new `Lightmap` component can be attached to any entity that contains a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be applied in the PBR shader. Because multiple lightmaps are frequently packed into atlases, each lightmap may have its own UV boundaries within its texture. An `exposure` field is also provided, to control the brightness of the lightmap. Note that this PR doesn't provide any way to bake the lightmaps. That can be done with [The Lightmapper] or another solution, such as Unity's Bakery. --- ## Changelog ### Added * A new component, `Lightmap`, is available, for baked global illumination. If your mesh has a second UV channel (UV1), and you attach this component to the entity with that mesh, Bevy will apply the texture referenced in the lightmap. [The Lightmapper]: https://github.com/Naxela/The_Lightmapper --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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bevy_a11y | ||
bevy_animation | ||
bevy_app | ||
bevy_asset | ||
bevy_audio | ||
bevy_core | ||
bevy_core_pipeline | ||
bevy_derive | ||
bevy_diagnostic | ||
bevy_dylib | ||
bevy_dynamic_plugin | ||
bevy_ecs | ||
bevy_ecs_compile_fail_tests | ||
bevy_encase_derive | ||
bevy_gilrs | ||
bevy_gizmos | ||
bevy_gltf | ||
bevy_hierarchy | ||
bevy_input | ||
bevy_internal | ||
bevy_log | ||
bevy_macro_utils | ||
bevy_macros_compile_fail_tests | ||
bevy_math | ||
bevy_mikktspace | ||
bevy_pbr | ||
bevy_ptr | ||
bevy_reflect | ||
bevy_reflect_compile_fail_tests | ||
bevy_render | ||
bevy_scene | ||
bevy_sprite | ||
bevy_tasks | ||
bevy_text | ||
bevy_time | ||
bevy_transform | ||
bevy_ui | ||
bevy_utils | ||
bevy_window | ||
bevy_winit |