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>
		
			
				
	
	
		
			120 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to use transparency in 3D.
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//! Shows the effects of different blend modes.
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//! The `fade_transparency` system smoothly changes the transparency over time.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .insert_resource(Msaa::default())
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, fade_transparency)
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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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    // opaque plane, uses `alpha_mode: Opaque` by default
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane::from_size(6.0)),
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        material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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        ..default()
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    });
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    // transparent sphere, uses `alpha_mode: Mask(f32)`
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(
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            Mesh::try_from(shape::Icosphere {
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                radius: 0.5,
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                subdivisions: 3,
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            })
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            .unwrap(),
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        ),
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        material: materials.add(StandardMaterial {
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            // Alpha channel of the color controls transparency.
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            // We set it to 0.0 here, because it will be changed over time in the
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            // `fade_transparency` function.
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            // Note that the transparency has no effect on the objects shadow.
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            base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
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            // Mask sets a cutoff for transparency. Alpha values below are fully transparent,
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            // alpha values above are fully opaque.
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            alpha_mode: AlphaMode::Mask(0.5),
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            ..default()
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        }),
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        transform: Transform::from_xyz(1.0, 0.5, -1.5),
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        ..default()
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    });
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    // transparent unlit sphere, uses `alpha_mode: Mask(f32)`
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(
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            Mesh::try_from(shape::Icosphere {
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                radius: 0.5,
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                subdivisions: 3,
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            })
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            .unwrap(),
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        ),
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        material: materials.add(StandardMaterial {
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            base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
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            alpha_mode: AlphaMode::Mask(0.5),
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            unlit: true,
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            ..default()
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        }),
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        transform: Transform::from_xyz(-1.0, 0.5, -1.5),
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        ..default()
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    });
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    // transparent cube, uses `alpha_mode: Blend`
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Cube { size: 1.0 }),
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        // Notice how there is no need to set the `alpha_mode` explicitly here.
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        // When converting a color to a material using `into()`, the alpha mode is
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        // automatically set to `Blend` if the alpha channel is anything lower than 1.0.
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        material: materials.add(Color::rgba(0.5, 0.5, 1.0, 0.0)),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        ..default()
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    });
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    // opaque sphere
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(
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            Mesh::try_from(shape::Icosphere {
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                radius: 0.5,
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                subdivisions: 3,
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            })
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            .unwrap(),
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        ),
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        material: materials.add(Color::rgb(0.7, 0.2, 0.1)),
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        transform: Transform::from_xyz(0.0, 0.5, -1.5),
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        ..default()
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 1_000_000.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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/// Fades the alpha channel of all materials between 0 and 1 over time.
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/// Each blend mode responds differently to this:
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/// - [`Opaque`](AlphaMode::Opaque): Ignores alpha channel altogether, these materials stay completely opaque.
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/// - [`Mask(f32)`](AlphaMode::Mask): Object appears when the alpha value goes above the mask's threshold, disappears
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///                when the alpha value goes back below the threshold.
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/// - [`Blend`](AlphaMode::Blend): Object fades in and out smoothly.
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pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
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    let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
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    for (_, material) in materials.iter_mut() {
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        material.base_color.set_a(alpha);
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    }
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}
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