 c3a46822e1
			
		
	
	
		c3a46822e1
		
	
	
	
	
		
			
			Co-authored-by: Robert Swain <robert.swain@gmail.com> # Objective Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps. Fixes #3629 Before  After  ## Solution Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination. --- ## Changelog Directional lights now use cascaded shadow maps for improved shadow quality. ## Migration Guide You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead.
		
			
				
	
	
		
			53 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Loads and renders a glTF file as a scene.
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| 
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| use std::f32::consts::*;
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| 
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| use bevy::{pbr::CascadeShadowConfig, prelude::*};
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(AmbientLight {
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|             color: Color::WHITE,
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|             brightness: 1.0 / 5.0f32,
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(animate_light_direction)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.7, 0.7, 1.0).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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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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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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|         cascade_shadow_config: CascadeShadowConfig::new(1, 1.1, 1.5, 0.3),
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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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| 
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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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