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deferred
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Remove unnecessary .view_layouts (#13394)
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2024-05-16 19:12:36 +00:00 |
light
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Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057)
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2024-05-16 17:13:18 +00:00 |
light_probe
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Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031)
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2024-05-05 22:57:05 +00:00 |
lightmap
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Generate MeshUniform s on the GPU via compute shader where available. (#12773)
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2024-04-10 05:33:32 +00:00 |
meshlet
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Remove unnecessary .view_layouts (#13394)
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2024-05-16 19:12:36 +00:00 |
prepass
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Skip redundant mesh_position_local_to_world call in vertex prepass shader (#13158)
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2024-05-14 16:31:58 +00:00 |
render
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Remove another .view_layouts (#13410)
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2024-05-19 00:08:27 +00:00 |
ssao
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Add Debug derive for ScreenSpaceAmbientOcclusionSettings struct (#13387)
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2024-05-16 11:29:34 +00:00 |
volumetric_fog
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Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057)
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2024-05-16 17:13:18 +00:00 |
bundle.rs
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Implement clone for most bundles. (#12993)
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2024-04-16 16:37:09 +00:00 |
extended_material.rs
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Add missing Default impl to ExtendedMaterial. (#13008)
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2024-04-18 12:57:14 +00:00 |
fog.rs
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Migrate from LegacyColor to bevy_color::Color (#12163)
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2024-02-29 19:35:12 +00:00 |
lib.rs
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Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057)
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2024-05-16 17:13:18 +00:00 |
material.rs
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Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916)
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2024-05-03 00:11:35 +00:00 |
parallax.rs
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bevy_reflect: FromReflect Ergonomics Implementation (#6056)
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2023-06-29 01:31:34 +00:00 |
pbr_material.rs
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Add emissive_exposure_weight to the StandardMaterial (#13350)
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2024-05-17 13:49:53 +00:00 |
wireframe.rs
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Use WireframeColor to override global color (#13034)
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2024-04-20 13:59:12 +00:00 |