Commit Graph

2 Commits

Author SHA1 Message Date
DGriffin91
7d55414652 Use tone mapping in array_texture example (#5131)
# Objective

The array_texture example does not currently apply tone mapping:
![no_tonemapping](https://user-images.githubusercontent.com/33357138/176327061-4c404b62-d260-458d-b3cb-4671bd8c2735.PNG)

## Solution

Use tone mapping:
![with_tonemapping](https://user-images.githubusercontent.com/33357138/176327092-7aaeac85-0d95-4c7d-9d91-7fe46bed32c3.PNG)
2022-06-29 03:57:08 +00:00
Robert Swain
84991d34f3 Array texture example (#5077)
# Objective

- Make the reusable PBR shading functionality a little more reusable
  - Add constructor functions for `StandardMaterial` and `PbrInput` structs to populate them with default values
  - Document unclear `PbrInput` members
- Demonstrate how to reuse the bevy PBR shading functionality
- The final important piece from #3969 as the initial shot at making the PBR shader code reusable in custom materials

## Solution

- Add back and rework the 'old' `array_texture` example from pre-0.6.
- Create a custom shader material
  - Use a single array texture binding and sampler for the material bind group
  - Use a shader that calls `pbr()` from the `bevy_pbr::pbr_functions` import
- Spawn a row of cubes using the custom material
- In the shader, select the array texture layer to sample by using the world position x coordinate modulo the number of array texture layers

<img width="1392" alt="Screenshot 2022-06-23 at 12 28 05" src="https://user-images.githubusercontent.com/302146/175278593-2296f519-f577-4ece-81c0-d842283784a1.png">

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-06-28 00:58:50 +00:00