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Struct bevy::pbr::DirectionalLight[]

pub struct DirectionalLight {
    pub color: Color,
    pub illuminance: f32,
    pub shadows_enabled: bool,
    pub shadow_projection: OrthographicProjection,
    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.

Valid values for illuminance are:

Illuminance (lux)Surfaces illuminated by
0.0001Moonless, overcast night sky (starlight)
0.002Moonless clear night sky with airglow
0.05–0.3Full moon on a clear night
3.4Dark limit of civil twilight under a clear sky
20–50Public areas with dark surroundings
50Family living room lights
80Office building hallway/toilet lighting
100Very dark overcast day
150Train station platforms
320–500Office lighting
400Sunrise or sunset on a clear day.
1000Overcast day; typical TV studio lighting
10,000–25,000Full daylight (not direct sun)
32,000–100,000Direct sunlight

Source: Wikipedia

Fields

color: Colorilluminance: f32

Illuminance in lux

shadows_enabled: boolshadow_projection: OrthographicProjectionshadow_depth_bias: f32shadow_normal_bias: f32

A 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.

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