Expand description
Physically based rendering.
Modules
Structs
An ambient light, which lights the entire scene equally.
Configure the depth-slicing strategy for clustered forward rendering
A Directional light.
A component bundle for DirectionalLight
entities.
The GPU representation of a StandardMaterial
.
A component bundle for entities with a Mesh
and a SpecializedMaterial
.
Adds the necessary ECS resources and render logic to enable rendering entities using the given SpecializedMaterial
asset type (which includes Material
types).
MSAA uses the highest 6 bits for the MSAA sample count - 1 to support up to 64x MSAA.
Add this component to make a Mesh
not cast shadows.
Add this component to make a Mesh
not receive shadows.
Sets up the entire PBR infrastructure of bevy.
A light that emits light in all directions from a central point.
A component bundle for PointLight
entities.
A material with “standard” properties used in PBR lighting Standard property values with pictures here https://google.github.io/filament/Material%20Properties.pdf.
The GPU representation of the uniform data of a StandardMaterial
.
Enums
Alpha mode
Configuration of the clustering strategy for clustered forward rendering
Configure the far z-plane mode used for the furthest depth slice for clustered forward rendering
Constants
Traits
Materials are used alongside MaterialPlugin
and MaterialMeshBundle
to spawn entities that are rendered with a specific Material
type. They serve as an easy to use high level
way to render Mesh
entities with custom shader logic. For materials that can specialize their RenderPipelineDescriptor
based on specific material values, see SpecializedMaterial
. Material
automatically implements SpecializedMaterial
and can be used anywhere that type is used (such as MaterialPlugin
).
Materials are used alongside MaterialPlugin
and MaterialMeshBundle
to spawn entities that are rendered with a specific SpecializedMaterial
type. They serve as an easy to use high level
way to render Mesh
entities with custom shader logic. SpecializedMaterials
use their SpecializedMaterial::Key
to customize their RenderPipelineDescriptor
based on specific material values. The slightly simpler Material
trait
should be used for materials that do not need specialization. Material
types automatically implement SpecializedMaterial
.
Functions
Type Definitions
A component bundle for PBR entities with a Mesh
and a StandardMaterial
.