Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
		
			
				
	
	
		
			75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how lighting is affected by different radius of point lights.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(
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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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) {
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    // plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane::from_size(100.0)),
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        material: materials.add(StandardMaterial {
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            base_color: Color::rgb(0.2, 0.2, 0.2),
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            perceptual_roughness: 0.08,
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            ..default()
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        }),
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        ..default()
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    });
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    const COUNT: usize = 6;
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    let position_range = -2.0..2.0;
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    let radius_range = 0.0..0.4;
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    let pos_len = position_range.end - position_range.start;
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    let radius_len = radius_range.end - radius_range.start;
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    let mesh = meshes.add(shape::UVSphere {
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        sectors: 128,
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        stacks: 64,
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        ..default()
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    });
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    for i in 0..COUNT {
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        let percent = i as f32 / COUNT as f32;
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        let radius = radius_range.start + percent * radius_len;
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        // sphere light
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        commands
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            .spawn(PbrBundle {
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                mesh: mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color: Color::rgb(0.5, 0.5, 1.0),
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                    unlit: true,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
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                    .with_scale(Vec3::splat(radius)),
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                ..default()
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            })
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            .with_children(|children| {
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                children.spawn(PointLightBundle {
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                    point_light: PointLight {
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                        intensity: 100_000.0,
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                        radius,
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                        color: Color::rgb(0.2, 0.2, 1.0),
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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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}
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