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https://github.com/bevyengine/bevy
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dd619a1087
# Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
106 lines
3.9 KiB
Rust
106 lines
3.9 KiB
Rust
//! Demonstrates how to use transparency in 3D.
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//! Shows the effects of different blend modes.
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//! The `fade_transparency` system smoothly changes the transparency over time.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(Msaa::default())
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, fade_transparency)
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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<StandardMaterial>>,
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) {
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// Opaque plane, uses `alpha_mode: Opaque` by default
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(6.0, 6.0)),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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// Transparent sphere, uses `alpha_mode: Mask(f32)`
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commands.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
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material: materials.add(StandardMaterial {
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// Alpha channel of the color controls transparency.
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// We set it to 0.0 here, because it will be changed over time in the
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// `fade_transparency` function.
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// Note that the transparency has no effect on the objects shadow.
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base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
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// Mask sets a cutoff for transparency. Alpha values below are fully transparent,
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// alpha values above are fully opaque.
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alpha_mode: AlphaMode::Mask(0.5),
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..default()
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}),
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transform: Transform::from_xyz(1.0, 0.5, -1.5),
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..default()
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});
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// Transparent unlit sphere, uses `alpha_mode: Mask(f32)`
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commands.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
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material: materials.add(StandardMaterial {
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base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
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alpha_mode: AlphaMode::Mask(0.5),
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unlit: true,
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..default()
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}),
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transform: Transform::from_xyz(-1.0, 0.5, -1.5),
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..default()
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});
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// Transparent cube, uses `alpha_mode: Blend`
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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// Notice how there is no need to set the `alpha_mode` explicitly here.
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// When converting a color to a material using `into()`, the alpha mode is
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// automatically set to `Blend` if the alpha channel is anything lower than 1.0.
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material: materials.add(Color::rgba(0.5, 0.5, 1.0, 0.0)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// Opaque sphere
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commands.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
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material: materials.add(Color::rgb(0.7, 0.2, 0.1)),
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transform: Transform::from_xyz(0.0, 0.5, -1.5),
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..default()
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});
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// Light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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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, 3.0, 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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/// Fades the alpha channel of all materials between 0 and 1 over time.
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/// Each blend mode responds differently to this:
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/// - [`Opaque`](AlphaMode::Opaque): Ignores alpha channel altogether, these materials stay completely opaque.
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/// - [`Mask(f32)`](AlphaMode::Mask): Object appears when the alpha value goes above the mask's threshold, disappears
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/// when the alpha value goes back below the threshold.
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/// - [`Blend`](AlphaMode::Blend): Object fades in and out smoothly.
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pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
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let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
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for (_, material) in materials.iter_mut() {
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material.base_color.set_a(alpha);
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}
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}
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