bevy/examples/3d/scrolling_fog.rs
Jiří Švejda 510fce9af3
Allow fog density texture to be scrolled over time with an offset (#14868)
# Objective

- The goal of this PR is to make it possible to move the density texture
of a `FogVolume` over time in order to create dynamic effects like fog
moving in the wind.
- You could theoretically move the `FogVolume` itself, but this is not
ideal, because the `FogVolume` AABB would eventually leave the area. If
you want an area to remain foggy while also creating the impression that
the fog is moving in the wind, a scrolling density texture is a better
solution.

## Solution

- The PR adds a `density_texture_offset` field to the `FogVolume`
component. This offset is in the UVW coordinates of the density texture,
meaning that a value of `(0.5, 0.0, 0.0)` moves the 3d texture by half
along the x-axis.
- Values above 1.0 are wrapped, a 1.5 offset is the same as a 0.5
offset. This makes it so that the density texture wraps around on the
other side, meaning that a repeating 3d noise texture can seamlessly
scroll forever. It also makes it easy to move the density texture over
time by simply increasing the offset every frame.

## Testing

- A `scrolling_fog` example has been added to demonstrate the feature.
It uses the offset to scroll a repeating 3d noise density texture to
create the impression of fog moving in the wind.
- The camera is looking at a pillar with the sun peaking behind it. This
highlights the effect the changing density has on the volumetric
lighting interactions.
- Temporal anti-aliasing combined with the `jitter` option of
`VolumetricFogSettings` is used to improve the quality of the effect.

---

## Showcase


https://github.com/user-attachments/assets/3aa50ebd-771c-4c99-ab5d-255c0c3be1a8
2024-08-22 19:43:14 +00:00

118 lines
3.9 KiB
Rust

//! Showcases a `FogVolume`'s density texture being scrolled over time to create
//! the effect of fog moving in the wind.
//!
//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
//! is moved every frame to achieve this.
//!
//! The example also utilizes the jitter option of `VolumetricFogSettings` in tandem
//! with temporal anti-aliasing to improve the visual quality of the effect.
//!
//! The camera is looking at a pillar with the sun peaking behind it. The light
//! interactions change based on the density of the fog.
use bevy::core_pipeline::bloom::BloomSettings;
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
use bevy::pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;
/// Initializes the example.
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Scrolling Fog".into(),
..default()
}),
..default()
}))
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(TemporalAntiAliasPlugin)
.add_systems(Startup, setup)
.add_systems(Update, scroll_fog)
.run();
}
/// Spawns all entities into the scene.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
assets: Res<AssetServer>,
) {
// Spawn camera with temporal anti-aliasing and a VolumetricFogSettings configuration.
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 2.0, 0.0)
.looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
msaa: Msaa::Off,
..default()
},
TemporalAntiAliasBundle::default(),
BloomSettings::default(),
VolumetricFogSettings {
ambient_intensity: 0.0,
jitter: 0.5,
..default()
},
));
// Spawn a directional light shining at the camera with the VolumetricLight component.
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(-5.0, 5.0, -7.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
},
VolumetricLight,
));
// Spawn ground mesh.
commands.spawn(PbrBundle {
transform: Transform::from_xyz(0.0, -0.5, 0.0),
mesh: meshes.add(Cuboid::new(64.0, 1.0, 64.0)),
material: materials.add(StandardMaterial {
base_color: Color::BLACK,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// Spawn pillar standing between the camera and the sun.
commands.spawn(PbrBundle {
transform: Transform::from_xyz(-10.0, 4.5, -11.0),
mesh: meshes.add(Cuboid::new(2.0, 9.0, 2.0)),
material: materials.add(Color::BLACK),
..default()
});
// Spawn FogVolume with repeating 3d noise density texture.
commands.spawn((
SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
..default()
},
FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
density_factor: 0.05,
..default()
},
));
}
/// Moves fog density texture offset every frame.
fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
for mut fog_volume in query.iter_mut() {
fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
}
}