 1a96d820fd
			
		
	
	
		1a96d820fd
		
	
	
	
	
		
			
			<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
		
			
				
	
	
		
			125 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases atmospheric fog
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding        | Action                                 |
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| //! |:-------------------|:---------------------------------------|
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| //! | `Spacebar`         | Toggle Atmospheric Fog                 |
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| //! | `S`                | Toggle Directional Light Fog Influence |
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| 
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| use bevy::{
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|     pbr::{CascadeShadowConfig, NotShadowCaster},
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|     prelude::*,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup_camera_fog)
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|         .add_startup_system(setup_terrain_scene)
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|         .add_startup_system(setup_instructions)
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|         .add_system(toggle_system)
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|         .run();
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| }
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| 
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| fn setup_camera_fog(mut commands: Commands) {
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(-1.0, 0.1, 1.0)
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|                 .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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|             ..default()
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|         },
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|         FogSettings {
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|             color: Color::rgba(0.1, 0.2, 0.4, 1.0),
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|             directional_light_color: Color::rgba(1.0, 0.95, 0.75, 0.5),
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|             directional_light_exponent: 30.0,
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|             falloff: FogFalloff::from_visibility_colors(
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|                 15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
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|                 Color::rgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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|                 Color::rgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
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|             ),
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|         },
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|     ));
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| }
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| 
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| fn setup_terrain_scene(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
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|     // For WebGL we only support 1 cascade level for now
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|     let cascade_shadow_config =
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|         CascadeShadowConfig::new(if cfg!(feature = "webgl") { 1 } else { 4 }, 0.5, 2.5, 0.2);
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| 
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|     // Sun
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             color: Color::rgb(0.98, 0.95, 0.82),
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(0.0, 0.0, 0.0)
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|             .looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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|         cascade_shadow_config,
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|         ..default()
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|     });
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| 
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|     // Terrain
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/terrain/Mountains.gltf#Scene0"),
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|         ..default()
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|     });
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| 
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|     // Sky
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Box::default())),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Color::hex("888888").unwrap(),
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|                 unlit: true,
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|                 cull_mode: None,
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|                 ..default()
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|             }),
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|             transform: Transform::from_scale(Vec3::splat(20.0)),
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|             ..default()
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|         },
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|         NotShadowCaster,
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|     ));
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| }
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| 
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| fn setup_instructions(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn((TextBundle::from_section(
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|         "Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
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|         TextStyle {
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|             font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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|             font_size: 15.0,
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|             color: Color::WHITE,
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|         },
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|     )
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|     .with_style(Style {
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|         position_type: PositionType::Absolute,
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|         position: UiRect {
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|             bottom: Val::Px(10.0),
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|             left: Val::Px(10.0),
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|             ..default()
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|         },
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|         ..default()
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|     }),));
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| }
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| 
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| fn toggle_system(keycode: Res<Input<KeyCode>>, mut fog: Query<&mut FogSettings>) {
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|     let mut fog_settings = fog.single_mut();
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| 
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|     if keycode.just_pressed(KeyCode::Space) {
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|         let a = fog_settings.color.a();
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|         fog_settings.color.set_a(1.0 - a);
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|     }
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| 
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|     if keycode.just_pressed(KeyCode::S) {
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|         let a = fog_settings.directional_light_color.a();
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|         fog_settings.directional_light_color.set_a(0.5 - a);
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|     }
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| }
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