 efda7f3f9c
			
		
	
	
		efda7f3f9c
		
			
		
	
	
	
	
		
			
			Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ```
		
			
				
	
	
		
			123 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how to use transparency in 3D.
 | |
| //! Shows the effects of different blend modes.
 | |
| //! The `fade_transparency` system smoothly changes the transparency over time.
 | |
| 
 | |
| use bevy::{math::ops, prelude::*};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, fade_transparency)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // Opaque plane, uses `alpha_mode: Opaque` by default
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Plane3d::default().mesh().size(6.0, 6.0)),
 | |
|         material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Transparent sphere, uses `alpha_mode: Mask(f32)`
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
 | |
|         material: materials.add(StandardMaterial {
 | |
|             // Alpha channel of the color controls transparency.
 | |
|             // We set it to 0.0 here, because it will be changed over time in the
 | |
|             // `fade_transparency` function.
 | |
|             // Note that the transparency has no effect on the objects shadow.
 | |
|             base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
 | |
|             // Mask sets a cutoff for transparency. Alpha values below are fully transparent,
 | |
|             // alpha values above are fully opaque.
 | |
|             alpha_mode: AlphaMode::Mask(0.5),
 | |
|             ..default()
 | |
|         }),
 | |
|         transform: Transform::from_xyz(1.0, 0.5, -1.5),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Transparent unlit sphere, uses `alpha_mode: Mask(f32)`
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
 | |
|         material: materials.add(StandardMaterial {
 | |
|             base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
 | |
|             alpha_mode: AlphaMode::Mask(0.5),
 | |
|             unlit: true,
 | |
|             ..default()
 | |
|         }),
 | |
|         transform: Transform::from_xyz(-1.0, 0.5, -1.5),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Transparent cube, uses `alpha_mode: Blend`
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Cuboid::default()),
 | |
|         // Notice how there is no need to set the `alpha_mode` explicitly here.
 | |
|         // When converting a color to a material using `into()`, the alpha mode is
 | |
|         // automatically set to `Blend` if the alpha channel is anything lower than 1.0.
 | |
|         material: materials.add(Color::srgba(0.5, 0.5, 1.0, 0.0)),
 | |
|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Transparent cube, uses `alpha_mode: AlphaToCoverage`
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Cuboid::default()),
 | |
|         material: materials.add(StandardMaterial {
 | |
|             base_color: Color::srgba(0.5, 1.0, 0.5, 0.0),
 | |
|             alpha_mode: AlphaMode::AlphaToCoverage,
 | |
|             ..default()
 | |
|         }),
 | |
|         transform: Transform::from_xyz(-1.5, 0.5, 0.0),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Opaque sphere
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
 | |
|         material: materials.add(Color::srgb(0.7, 0.2, 0.1)),
 | |
|         transform: Transform::from_xyz(0.0, 0.5, -1.5),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Light
 | |
|     commands.spawn(PointLightBundle {
 | |
|         point_light: PointLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 | |
| 
 | |
| /// Fades the alpha channel of all materials between 0 and 1 over time.
 | |
| /// Each blend mode responds differently to this:
 | |
| /// - [`Opaque`](AlphaMode::Opaque): Ignores alpha channel altogether, these materials stay completely opaque.
 | |
| /// - [`Mask(f32)`](AlphaMode::Mask): Object appears when the alpha value goes above the mask's threshold, disappears
 | |
| ///                when the alpha value goes back below the threshold.
 | |
| /// - [`Blend`](AlphaMode::Blend): Object fades in and out smoothly.
 | |
| /// - [`AlphaToCoverage`](AlphaMode::AlphaToCoverage): Object fades in and out
 | |
| ///   in steps corresponding to the number of multisample antialiasing (MSAA)
 | |
| ///   samples in use. For example, assuming 8xMSAA, the object will be
 | |
| ///   completely opaque, then will be 7/8 opaque (1/8 transparent), then will be
 | |
| ///   6/8 opaque, then 5/8, etc.
 | |
| pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
 | |
|     let alpha = (ops::sin(time.elapsed_seconds()) / 2.0) + 0.5;
 | |
|     for (_, material) in materials.iter_mut() {
 | |
|         material.base_color.set_alpha(alpha);
 | |
|     }
 | |
| }
 |