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>
		
			
				
	
	
		
			69 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Loads and renders a glTF file as a scene.
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use bevy::{
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    pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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    prelude::*,
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};
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use std::f32::consts::*;
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fn main() {
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    App::new()
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        .insert_resource(DirectionalLightShadowMap { size: 4096 })
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, animate_light_direction)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(0.7, 0.7, 1.0)
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                .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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            ..default()
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        },
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        EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 150.0,
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        },
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    ));
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    commands.spawn(DirectionalLightBundle {
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        directional_light: DirectionalLight {
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            illuminance: 2000.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        // This is a relatively small scene, so use tighter shadow
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        // cascade bounds than the default for better quality.
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        // We also adjusted the shadow map to be larger since we're
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        // only using a single cascade.
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        cascade_shadow_config: CascadeShadowConfigBuilder {
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            num_cascades: 1,
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            maximum_distance: 1.6,
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            ..default()
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        }
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        .into(),
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        ..default()
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    });
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    commands.spawn(SceneBundle {
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        scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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        ..default()
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    });
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}
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fn animate_light_direction(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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    for mut transform in &mut query {
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        transform.rotation = Quat::from_euler(
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            EulerRot::ZYX,
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            0.0,
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            time.elapsed_seconds() * PI / 5.0,
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            -FRAC_PI_4,
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        );
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    }
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}
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