bevy/examples/shader/shader_material_screenspace_texture.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00

81 lines
2.3 KiB
Rust

//! A shader that samples a texture with view-independent UV coordinates.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef},
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.add_systems(Update, rotate_camera)
.run();
}
#[derive(Component)]
struct MainCamera;
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut custom_materials: ResMut<Assets<CustomMaterial>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight::default(),
transform: Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Cuboid::default()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: custom_materials.add(CustomMaterial {
texture: asset_server.load(
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
),
}),
..default()
});
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
MainCamera,
));
}
fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
let cam_transform = camera.single_mut().into_inner();
cam_transform.rotate_around(
Vec3::ZERO,
Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
);
cam_transform.look_at(Vec3::ZERO, Vec3::Y);
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[texture(0)]
#[sampler(1)]
texture: Handle<Image>,
}
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material_screenspace_texture.wgsl".into()
}
}