bevy/crates/bevy_pbr/src/render
JMS55 fcd7c0fc3d
Exposure settings (adopted) (#11347)
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>
2024-01-16 14:53:21 +00:00
..
clustered_forward.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
fog.rs Fix fog color being inaccurate (#10226) 2023-10-23 12:45:18 +00:00
fog.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
forward_io.wgsl Implement lightmaps. (#10231) 2024-01-02 20:38:47 +00:00
light.rs Exposure settings (adopted) (#11347) 2024-01-16 14:53:21 +00:00
mesh.rs Revert "Implement minimal reflection probes. (#10057)" (#11307) 2024-01-12 20:41:51 +00:00
mesh.wgsl Implement lightmaps. (#10231) 2024-01-02 20:38:47 +00:00
mesh_bindings.rs Implement lightmaps. (#10231) 2024-01-02 20:38:47 +00:00
mesh_bindings.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
mesh_functions.wgsl Normalize only nonzero normals for mikktspace normal maps (#10905) 2023-12-10 11:42:47 +00:00
mesh_types.wgsl Implement lightmaps. (#10231) 2024-01-02 20:38:47 +00:00
mesh_view_bindings.rs Revert "Implement minimal reflection probes. (#10057)" (#11307) 2024-01-12 20:41:51 +00:00
mesh_view_bindings.wgsl Revert "Implement minimal reflection probes. (#10057)" (#11307) 2024-01-12 20:41:51 +00:00
mesh_view_types.wgsl Exposure settings (adopted) (#11347) 2024-01-16 14:53:21 +00:00
mod.rs Variable MeshPipeline View Bind Group Layout (#10156) 2023-10-21 11:19:44 +00:00
morph.rs Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903) 2023-09-27 08:28:28 +00:00
morph.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
parallax_mapping.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr_ambient.wgsl Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights (#10182) 2023-10-23 03:26:20 +00:00
pbr_bindings.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
pbr_fragment.wgsl Approximate indirect specular occlusion (#11152) 2024-01-15 16:10:55 +00:00
pbr_functions.wgsl Exposure settings (adopted) (#11347) 2024-01-16 14:53:21 +00:00
pbr_lighting.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr_prepass.wgsl double sided normals: fix apply_normal_mapping calls (#10330) 2023-11-01 16:40:25 +00:00
pbr_prepass_functions.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr_transmission.wgsl Exposure settings (adopted) (#11347) 2024-01-16 14:53:21 +00:00
pbr_types.wgsl Approximate indirect specular occlusion (#11152) 2024-01-15 16:10:55 +00:00
rgb9e5.wgsl Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
shadows.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
skin.rs Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903) 2023-09-27 08:28:28 +00:00
skinning.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
utils.wgsl Update to wgpu 0.18 (#10266) 2023-12-14 02:45:47 +00:00
view_transformations.wgsl View Transformations (#9726) 2023-10-24 21:26:19 +00:00
wireframe.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00