fog_volumes/
fog_volumes.rs1use bevy::{
9 camera::Hdr,
10 light::{FogVolume, VolumetricFog, VolumetricLight},
11 math::vec3,
12 prelude::*,
13};
14
15fn main() {
17 App::new()
18 .add_plugins(DefaultPlugins.set(WindowPlugin {
19 primary_window: Some(Window {
20 title: "Bevy Fog Volumes Example".into(),
21 ..default()
22 }),
23 ..default()
24 }))
25 .insert_resource(GlobalAmbientLight::NONE)
26 .add_systems(Startup, setup)
27 .add_systems(Update, rotate_camera)
28 .run();
29}
30
31fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
33 commands.spawn((
35 Transform::from_xyz(0.0, 0.5, 0.0),
36 FogVolume {
37 density_texture: Some(asset_server.load("volumes/bunny.ktx2")),
38 density_factor: 1.0,
39 scattering: 1.0,
42 ..default()
43 },
44 ));
45
46 commands.spawn((
48 Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y),
49 DirectionalLight {
50 shadow_maps_enabled: true,
51 illuminance: 32000.0,
52 ..default()
53 },
54 VolumetricLight,
56 ));
57
58 commands.spawn((
60 Camera3d::default(),
61 Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
62 Hdr,
63 VolumetricFog {
64 step_count: 64,
66 ambient_intensity: 0.0,
68 ..default()
69 },
70 ));
71}
72
73fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
75 for mut camera_transform in cameras.iter_mut() {
76 *camera_transform =
77 Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation)
78 .looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y);
79 }
80}