pub struct DirectionalLight {
pub color: Color,
pub illuminance: f32,
pub shadows_enabled: bool,
pub soft_shadow_size: Option<f32>,
pub affects_lightmapped_mesh_diffuse: bool,
pub shadow_depth_bias: f32,
pub shadow_normal_bias: f32,
}Expand description
A Directional light.
Directional lights don’t exist in reality but they are a good approximation for light sources VERY far away, like the sun or the moon.
The light shines along the forward direction of the entity’s transform. With a default transform this would be along the negative-Z axis.
Valid values for illuminance are:
| Illuminance (lux) | Surfaces illuminated by |
|---|---|
| 0.0001 | Moonless, overcast night sky (starlight) |
| 0.002 | Moonless clear night sky with airglow |
| 0.05–0.3 | Full moon on a clear night |
| 3.4 | Dark limit of civil twilight under a clear sky |
| 20–50 | Public areas with dark surroundings |
| 50 | Family living room lights |
| 80 | Office building hallway/toilet lighting |
| 100 | Very dark overcast day |
| 150 | Train station platforms |
| 320–500 | Office lighting |
| 400 | Sunrise or sunset on a clear day. |
| 1000 | Overcast day; typical TV studio lighting |
| 10,000–25,000 | Full daylight (not direct sun) |
| 32,000–100,000 | Direct sunlight |
Source: Wikipedia
§Shadows
To enable shadows, set the shadows_enabled property to true.
Shadows are produced via cascaded shadow maps.
To modify the cascade setup, such as the number of cascades or the maximum shadow distance,
change the CascadeShadowConfig component of the entity with the DirectionalLight.
To control the resolution of the shadow maps, use the DirectionalLightShadowMap resource.
Fields§
§color: ColorThe color of the light.
By default, this is white.
illuminance: f32Illuminance in lux (lumens per square meter), representing the amount of light projected onto surfaces by this light source. Lux is used here instead of lumens because a directional light illuminates all surfaces more-or-less the same way (depending on the angle of incidence). Lumens can only be specified for light sources which emit light from a specific area.
shadows_enabled: boolWhether this light casts shadows.
Note that shadows are rather expensive and become more so with every light that casts them. In general, it’s best to aggressively limit the number of lights with shadows enabled to one or two at most.
soft_shadow_size: Option<f32>experimental_pbr_pcss only.Whether soft shadows are enabled, and if so, the size of the light.
Soft shadows, also known as percentage-closer soft shadows or PCSS, cause shadows to become blurrier (i.e. their penumbra increases in radius) as they extend away from objects. The blurriness of the shadow depends on the size of the light; larger lights result in larger penumbras and therefore blurrier shadows.
Currently, soft shadows are rather noisy if not using the temporal mode.
If you enable soft shadows, consider choosing
ShadowFilteringMethod::Temporal and enabling temporal antialiasing
(TAA) to smooth the noise out over time.
Note that soft shadows are significantly more expensive to render than hard shadows.
affects_lightmapped_mesh_diffuse: boolWhether this directional light contributes diffuse lighting to meshes with lightmaps.
Set this to false if your lightmap baking tool bakes the direct diffuse light from this directional light into the lightmaps in order to avoid counting the radiance from this light twice. Note that the specular portion of the light is always considered, because Bevy currently has no means to bake specular light.
By default, this is set to true.
shadow_depth_bias: f32A value that adjusts the tradeoff between self-shadowing artifacts and proximity of shadows to their casters.
This value frequently must be tuned to the specific scene; this is normal and a well-known part of the shadow mapping workflow. If set too low, unsightly shadow patterns appear on objects not in shadow as objects incorrectly cast shadows on themselves, known as shadow acne. If set too high, shadows detach from the objects casting them and seem to “fly” off the objects, known as Peter Panning.
shadow_normal_bias: f32A bias applied along the direction of the fragment’s surface normal. It is scaled to the shadow map’s texel size so that it is automatically adjusted to the orthographic projection.
Implementations§
Source§impl DirectionalLight
impl DirectionalLight
pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02
pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 1.8
Trait Implementations§
Source§impl Clone for DirectionalLight
impl Clone for DirectionalLight
Source§fn clone(&self) -> DirectionalLight
fn clone(&self) -> DirectionalLight
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for DirectionalLight
Required Components: Cascades, CascadesFrusta, CascadeShadowConfig, CascadesVisibleEntities, Transform, Visibility, VisibilityClass.
impl Component for DirectionalLight
Required Components: Cascades, CascadesFrusta, CascadeShadowConfig, CascadesVisibleEntities, Transform, Visibility, VisibilityClass.
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Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DirectionalLight>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DirectionalLight>>
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impl Debug for DirectionalLight
Source§impl Default for DirectionalLight
impl Default for DirectionalLight
Source§fn default() -> DirectionalLight
fn default() -> DirectionalLight
Source§impl FromArg for DirectionalLight
impl FromArg for DirectionalLight
Source§impl FromReflect for DirectionalLight
impl FromReflect for DirectionalLight
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fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<DirectionalLight>
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impl GetOwnership for DirectionalLight
Source§impl GetTypeRegistration for DirectionalLight
impl GetTypeRegistration for DirectionalLight
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impl IntoReturn for DirectionalLight
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impl PartialReflect for DirectionalLight
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fn reflect_owned(self: Box<DirectionalLight>) -> ReflectOwned
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fn into_partial_reflect(self: Box<DirectionalLight>) -> Box<dyn PartialReflect>
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Source§impl Reflect for DirectionalLight
impl Reflect for DirectionalLight
Source§fn into_any(self: Box<DirectionalLight>) -> Box<dyn Any>
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fn into_reflect(self: Box<DirectionalLight>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for DirectionalLight
impl Struct for DirectionalLight
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None if TypeInfo is not available.Source§impl TypePath for DirectionalLight
impl TypePath for DirectionalLight
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impl Typed for DirectionalLight
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impl Freeze for DirectionalLight
impl RefUnwindSafe for DirectionalLight
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impl UnwindSafe for DirectionalLight
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