use bevy_asset::Handle; use bevy_camera::visibility::Visibility; use bevy_color::Color; use bevy_ecs::prelude::*; use bevy_image::Image; use bevy_math::Vec3; use bevy_reflect::prelude::*; use bevy_transform::components::Transform; /// Add this component to a [`DirectionalLight`](crate::DirectionalLight) with a shadow map /// (`shadows_enabled: true`) to make volumetric fog interact with it. /// /// This allows the light to generate light shafts/god rays. #[derive(Clone, Copy, Component, Default, Debug, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct VolumetricLight; /// When placed on a [`bevy_camera::Camera3d`], enables /// volumetric fog and volumetric lighting, also known as light shafts or god /// rays. #[derive(Clone, Copy, Component, Debug, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct VolumetricFog { /// Color of the ambient light. /// /// This is separate from Bevy's [`AmbientLight`](crate::AmbientLight) because an /// [`EnvironmentMapLight`](crate::EnvironmentMapLight) is /// still considered an ambient light for the purposes of volumetric fog. If you're using a /// [`EnvironmentMapLight`](crate::EnvironmentMapLight), for best results, /// this should be a good approximation of the average color of the environment map. /// /// Defaults to white. pub ambient_color: Color, /// The brightness of the ambient light. /// /// If there's no [`EnvironmentMapLight`](crate::EnvironmentMapLight), /// set this to 0. /// /// Defaults to 0.1. pub ambient_intensity: f32, /// The maximum distance to offset the ray origin randomly by, in meters. /// /// This is intended for use with temporal antialiasing. It helps fog look /// less blocky by varying the start position of the ray, using interleaved /// gradient noise. pub jitter: f32, /// The number of raymarching steps to perform. /// /// Higher values produce higher-quality results with less banding, but /// reduce performance. /// /// The default value is 64. pub step_count: u32, } impl Default for VolumetricFog { fn default() -> Self { Self { step_count: 64, // Matches `AmbientLight` defaults. ambient_color: Color::WHITE, ambient_intensity: 0.1, jitter: 0.0, } } } #[derive(Clone, Component, Debug, Reflect)] #[reflect(Component, Default, Debug, Clone)] #[require(Transform, Visibility)] pub struct FogVolume { /// The color of the fog. /// /// Note that the fog must be lit by a [`VolumetricLight`] or ambient light /// in order for this color to appear. /// /// Defaults to white. pub fog_color: Color, /// The density of fog, which measures how dark the fog is. /// /// The default value is 0.1. pub density_factor: f32, /// Optional 3D voxel density texture for the fog. pub density_texture: Option>, /// Configurable offset of the density texture in UVW coordinates. /// /// This can be used to scroll a repeating density texture in a direction over time /// to create effects like fog moving in the wind. Make sure to configure the texture /// to use `ImageAddressMode::Repeat` if this is your intention. /// /// Has no effect when no density texture is present. /// /// The default value is (0, 0, 0). pub density_texture_offset: Vec3, /// The absorption coefficient, which measures what fraction of light is /// absorbed by the fog at each step. /// /// Increasing this value makes the fog darker. /// /// The default value is 0.3. pub absorption: f32, /// The scattering coefficient, which measures the fraction of light that's /// scattered toward, and away from, the viewer. /// /// The default value is 0.3. pub scattering: f32, /// Measures the fraction of light that's scattered *toward* the camera, as /// opposed to *away* from the camera. /// /// Increasing this value makes light shafts become more prominent when the /// camera is facing toward their source and less prominent when the camera /// is facing away. Essentially, a high value here means the light shafts /// will fade into view as the camera focuses on them and fade away when the /// camera is pointing away. /// /// The default value is 0.8. pub scattering_asymmetry: f32, /// Applies a nonphysical color to the light. /// /// This can be useful for artistic purposes but is nonphysical. /// /// The default value is white. pub light_tint: Color, /// Scales the light by a fixed fraction. /// /// This can be useful for artistic purposes but is nonphysical. /// /// The default value is 1.0, which results in no adjustment. pub light_intensity: f32, } impl Default for FogVolume { fn default() -> Self { Self { absorption: 0.3, scattering: 0.3, density_factor: 0.1, density_texture: None, density_texture_offset: Vec3::ZERO, scattering_asymmetry: 0.5, fog_color: Color::WHITE, light_tint: Color::WHITE, light_intensity: 1.0, } } }