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>
		
			
				
	
	
		
			101 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
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use bevy::{
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    pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
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    prelude::*,
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    render::render_resource::*,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_plugins(MaterialPlugin::<
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            ExtendedMaterial<StandardMaterial, MyExtension>,
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        >::default())
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        .add_systems(Startup, setup)
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        .add_systems(Update, rotate_things)
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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<ExtendedMaterial<StandardMaterial, MyExtension>>>,
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) {
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    // sphere
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(
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            Mesh::try_from(shape::Icosphere {
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                radius: 1.0,
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                subdivisions: 5,
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            })
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            .unwrap(),
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        ),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        material: materials.add(ExtendedMaterial {
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            base: StandardMaterial {
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                base_color: Color::RED,
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                // can be used in forward or deferred mode.
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                opaque_render_method: OpaqueRendererMethod::Auto,
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                // in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
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                // in forward mode, the output can also be modified after lighting is applied.
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                // see the fragment shader `extended_material.wgsl` for more info.
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                // Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
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                // change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
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                ..Default::default()
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            },
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            extension: MyExtension { quantize_steps: 3 },
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        }),
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        ..default()
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    });
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    // light
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    commands.spawn((
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        PointLightBundle {
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            point_light: PointLight {
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                intensity: 150_000.0,
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                ..default()
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            },
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            ..default()
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        },
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        Rotate,
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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, 2.5, 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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#[derive(Component)]
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struct Rotate;
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fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
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    for mut t in q.iter_mut() {
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        t.translation = Vec3::new(
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            time.elapsed_seconds().sin(),
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            0.5,
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            time.elapsed_seconds().cos(),
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        ) * 4.0;
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    }
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}
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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struct MyExtension {
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    // We need to ensure that the bindings of the base material and the extension do not conflict,
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    // so we start from binding slot 100, leaving slots 0-99 for the base material.
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    #[uniform(100)]
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    quantize_steps: u32,
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}
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impl MaterialExtension for MyExtension {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/extended_material.wgsl".into()
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    }
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    fn deferred_fragment_shader() -> ShaderRef {
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        "shaders/extended_material.wgsl".into()
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    }
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}
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