Fix dim emissive values in lighting example (#12343)
# Objective - Fixes #12330 ## Solution - Increasing the emissive of the objects representing the lights.
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@ -5,7 +5,7 @@ use std::f32::consts::PI;
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use bevy::{
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use bevy::{
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color::palettes::css::*,
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color::palettes::css::*,
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pbr::{light_consts, CascadeShadowConfigBuilder},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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prelude::*,
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render::camera::{Exposure, PhysicalCameraParameters},
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render::camera::{Exposure, PhysicalCameraParameters},
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};
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};
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@ -145,7 +145,7 @@ fn setup(
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mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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material: materials.add(StandardMaterial {
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material: materials.add(StandardMaterial {
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base_color: RED.into(),
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base_color: RED.into(),
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emissive: Color::linear_rgba(7.13, 0.0, 0.0, 0.0),
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emissive: Color::linear_rgba(713.0, 0.0, 0.0, 0.0),
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..default()
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..default()
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}),
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}),
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..default()
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..default()
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@ -173,7 +173,7 @@ fn setup(
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mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
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mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
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material: materials.add(StandardMaterial {
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material: materials.add(StandardMaterial {
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base_color: LIME.into(),
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base_color: LIME.into(),
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emissive: Color::linear_rgba(0.0, 7.13, 0.0, 0.0),
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emissive: Color::linear_rgba(0.0, 713.0, 0.0, 0.0),
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..default()
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..default()
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}),
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}),
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..default()
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..default()
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@ -198,7 +198,7 @@ fn setup(
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mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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material: materials.add(StandardMaterial {
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material: materials.add(StandardMaterial {
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base_color: BLUE.into(),
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base_color: BLUE.into(),
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emissive: Color::linear_rgba(0.0, 0.0, 7.13, 0.0),
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emissive: Color::linear_rgba(0.0, 0.0, 713.0, 0.0),
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..default()
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..default()
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}),
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}),
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..default()
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..default()
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