 22af24aacf
			
		
	
	
		22af24aacf
		
			
		
	
	
	
	
		
			
			# Objective Again, a step forward in the migration to required components: a bunch of camera rendering cormponents! Note that this does not include the camera components themselves yet, because the naming and API for `Camera` hasn't been fully decided yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FpiqD9GOdSFKZZGzzh3C7Uw): - Deprecate `MotionBlurBundle` in favor of the `MotionBlur` component - Deprecate `TemporalAntiAliasBundle` in favor of the `TemporalAntiAliasing` component - Deprecate `ScreenSpaceAmbientOcclusionBundle` in favor of the `ScreenSpaceAmbientOcclusion` component - Deprecate `ScreenSpaceReflectionsBundle` in favor of the `ScreenSpaceReflections` component --- ## Migration Guide `MotionBlurBundle`, `TemporalAntiAliasBundle`, `ScreenSpaceAmbientOcclusionBundle`, and `ScreenSpaceReflectionsBundle` have been deprecated in favor of the `MotionBlur`, `TemporalAntiAliasing`, `ScreenSpaceAmbientOcclusion`, and `ScreenSpaceReflections` components instead. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			138 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Showcases a `FogVolume`'s density texture being scrolled over time to create
 | |
| //! the effect of fog moving in the wind.
 | |
| //!
 | |
| //! The density texture is a repeating 3d noise texture and the `density_texture_offset`
 | |
| //! is moved every frame to achieve this.
 | |
| //!
 | |
| //! The example also utilizes the jitter option of `VolumetricFog` in tandem
 | |
| //! with temporal anti-aliasing to improve the visual quality of the effect.
 | |
| //!
 | |
| //! The camera is looking at a pillar with the sun peaking behind it. The light
 | |
| //! interactions change based on the density of the fog.
 | |
| 
 | |
| use bevy::{
 | |
|     core_pipeline::{
 | |
|         bloom::Bloom,
 | |
|         experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
 | |
|     },
 | |
|     pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight},
 | |
|     prelude::*,
 | |
|     render::texture::{
 | |
|         ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
 | |
|         ImageSamplerDescriptor,
 | |
|     },
 | |
| };
 | |
| 
 | |
| /// Initializes the example.
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins.set(WindowPlugin {
 | |
|             primary_window: Some(Window {
 | |
|                 title: "Bevy Scrolling Fog".into(),
 | |
|                 ..default()
 | |
|             }),
 | |
|             ..default()
 | |
|         }))
 | |
|         .insert_resource(DirectionalLightShadowMap { size: 4096 })
 | |
|         .add_plugins(TemporalAntiAliasPlugin)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, scroll_fog)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// Spawns all entities into the scene.
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
|     assets: Res<AssetServer>,
 | |
| ) {
 | |
|     // Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
 | |
|     commands.spawn((
 | |
|         Camera3dBundle {
 | |
|             transform: Transform::from_xyz(0.0, 2.0, 0.0)
 | |
|                 .looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
 | |
|             camera: Camera {
 | |
|                 hdr: true,
 | |
|                 ..default()
 | |
|             },
 | |
|             msaa: Msaa::Off,
 | |
|             ..default()
 | |
|         },
 | |
|         TemporalAntiAliasing::default(),
 | |
|         Bloom::default(),
 | |
|         VolumetricFog {
 | |
|             ambient_intensity: 0.0,
 | |
|             jitter: 0.5,
 | |
|             ..default()
 | |
|         },
 | |
|     ));
 | |
| 
 | |
|     // Spawn a directional light shining at the camera with the VolumetricLight component.
 | |
|     commands.spawn((
 | |
|         DirectionalLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(-5.0, 5.0, -7.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
 | |
|         VolumetricLight,
 | |
|     ));
 | |
| 
 | |
|     // Spawn ground mesh.
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Cuboid::new(64.0, 1.0, 64.0))),
 | |
|         MeshMaterial3d(materials.add(StandardMaterial {
 | |
|             base_color: Color::BLACK,
 | |
|             perceptual_roughness: 1.0,
 | |
|             ..default()
 | |
|         })),
 | |
|         Transform::from_xyz(0.0, -0.5, 0.0),
 | |
|     ));
 | |
| 
 | |
|     // Spawn pillar standing between the camera and the sun.
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Cuboid::new(2.0, 9.0, 2.0))),
 | |
|         MeshMaterial3d(materials.add(Color::BLACK)),
 | |
|         Transform::from_xyz(-10.0, 4.5, -11.0),
 | |
|     ));
 | |
| 
 | |
|     // Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
 | |
|     // so that the texture wraps around as the density texture offset is moved along.
 | |
|     // Also set ImageFilterMode to Linear so that the fog isn't pixelated.
 | |
|     let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
 | |
|         *settings = ImageLoaderSettings {
 | |
|             sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
 | |
|                 address_mode_u: ImageAddressMode::Repeat,
 | |
|                 address_mode_v: ImageAddressMode::Repeat,
 | |
|                 address_mode_w: ImageAddressMode::Repeat,
 | |
|                 mag_filter: ImageFilterMode::Linear,
 | |
|                 min_filter: ImageFilterMode::Linear,
 | |
|                 mipmap_filter: ImageFilterMode::Linear,
 | |
|                 ..default()
 | |
|             }),
 | |
|             ..default()
 | |
|         }
 | |
|     });
 | |
| 
 | |
|     // Spawn a FogVolume and use the repeating noise texture as its density texture.
 | |
|     commands.spawn((
 | |
|         SpatialBundle {
 | |
|             visibility: Visibility::Visible,
 | |
|             transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
 | |
|             ..default()
 | |
|         },
 | |
|         FogVolume {
 | |
|             density_texture: Some(noise_texture),
 | |
|             density_factor: 0.05,
 | |
|             ..default()
 | |
|         },
 | |
|     ));
 | |
| }
 | |
| 
 | |
| /// Moves fog density texture offset every frame.
 | |
| fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
 | |
|     for mut fog_volume in query.iter_mut() {
 | |
|         fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
 | |
|     }
 | |
| }
 |