diff --git a/crates/bevy_core_pipeline/src/bloom/settings.rs b/crates/bevy_core_pipeline/src/bloom/settings.rs index a1a4d64431..32cfab0702 100644 --- a/crates/bevy_core_pipeline/src/bloom/settings.rs +++ b/crates/bevy_core_pipeline/src/bloom/settings.rs @@ -15,8 +15,7 @@ use bevy_render::{extract_component::ExtractComponent, prelude::Camera}; /// /// **Bloom is currently not compatible with WebGL2.** /// -/// Often used in conjunction with `bevy_pbr::StandardMaterial::emissive` -/// for 3d meshes or [`bevy_render::color::Color::Hsla`]`::lightness` for 2d sprites. +/// Often used in conjunction with `bevy_pbr::StandardMaterial::emissive` for 3d meshes. /// /// Bloom is best used alongside a tonemapping function that desaturates bright colors, /// such as [`crate::tonemapping::Tonemapping::TonyMcMapface`]. @@ -30,6 +29,13 @@ use bevy_render::{extract_component::ExtractComponent, prelude::Camera}; pub struct BloomSettings { /// Controls the baseline of how much the image is scattered (default: 0.15). /// + /// This parameter should be used only to control the strength of the bloom + /// for the scene as a whole. Increasing it too much will make the scene appear + /// blurry and over-exposed. + /// + /// To make a mesh glow brighter, rather than increase the bloom intensity, + /// you should increase the mesh's `emissive` value. + /// /// # In energy-conserving mode /// The value represents how likely the light is to scatter. ///