# Objective Transparently uses simple `EnvironmentMapLight`s to mimic `AmbientLight`s. Implements the first part of #17468, but I can implement hemispherical lights in this PR too if needed. ## Solution - A function `EnvironmentMapLight::solid_color(&mut Assets<Image>, Color)` is provided to make an environment light with a solid color. - A new system is added to `SimulationLightSystems` that maps `AmbientLight`s on views or the world to a corresponding `EnvironmentMapLight`. I have never worked with (or on) Bevy before, so nitpicky comments on how I did things are appreciated :). ## Testing Testing was done on a modified version of the `3d/lighting` example, where I removed all lights except the ambient light. I have not included the example, but can if required. ## Migration `bevy_pbr::AmbientLight` has been deprecated, so all usages of it should be replaced by a `bevy_pbr::EnvironmentMapLight` created with `EnvironmentMapLight::solid_color` placed on the camera. There is no alternative to ambient lights as resources. |
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| .. | ||
| animated_mesh_control.rs | ||
| animated_mesh_events.rs | ||
| animated_mesh.rs | ||
| animated_transform.rs | ||
| animated_ui.rs | ||
| animation_events.rs | ||
| animation_graph.rs | ||
| animation_masks.rs | ||
| color_animation.rs | ||
| custom_skinned_mesh.rs | ||
| eased_motion.rs | ||
| easing_functions.rs | ||
| gltf_skinned_mesh.rs | ||
| morph_targets.rs | ||