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>
		
			
				
	
	
		
			59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders two 3d passes to the same window from different perspectives.
 | 
						|
 | 
						|
use bevy::prelude::*;
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
/// set up a simple 3D scene
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
) {
 | 
						|
    // plane
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: meshes.add(shape::Plane::from_size(5.0)),
 | 
						|
        material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // cube
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: meshes.add(shape::Cube { size: 1.0 }),
 | 
						|
        material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
 | 
						|
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // light
 | 
						|
    commands.spawn(PointLightBundle {
 | 
						|
        point_light: PointLight {
 | 
						|
            intensity: 500_000.0,
 | 
						|
            shadows_enabled: true,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // camera
 | 
						|
    commands.spawn(Camera3dBundle {
 | 
						|
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn(Camera3dBundle {
 | 
						|
        transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
        camera: Camera {
 | 
						|
            // renders after / on top of the main camera
 | 
						|
            order: 1,
 | 
						|
            clear_color: ClearColorConfig::None,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 |