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		fcd7c0fc3d
		
			
		
	
	
	
	
		
			
			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>
		
			
				
	
	
		
			84 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader that samples a texture with view-independent UV coordinates.
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| 
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| use bevy::{
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|     prelude::*,
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|     reflect::TypePath,
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|     render::render_resource::{AsBindGroup, ShaderRef},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, rotate_camera)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct MainCamera;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut custom_materials: ResMut<Assets<CustomMaterial>>,
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|     mut standard_materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(shape::Plane::from_size(5.0)),
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|         material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3)),
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|         ..default()
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|     });
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|     commands.spawn(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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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         ..default()
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|     });
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| 
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: meshes.add(shape::Cube { size: 1.0 }),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         material: custom_materials.add(CustomMaterial {
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|             texture: asset_server.load(
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|                 "models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
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|             ),
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|         }),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         MainCamera,
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|     ));
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| }
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| 
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| fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
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|     let cam_transform = camera.single_mut().into_inner();
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| 
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|     cam_transform.rotate_around(
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|         Vec3::ZERO,
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|         Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
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|     );
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|     cam_transform.look_at(Vec3::ZERO, Vec3::Y);
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| }
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| 
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| pub struct CustomMaterial {
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|     #[texture(0)]
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|     #[sampler(1)]
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|     texture: Handle<Image>,
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| }
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| 
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| impl Material for CustomMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/custom_material_screenspace_texture.wgsl".into()
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|     }
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| }
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