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.
Render pipeline data for a given Material
.
A key uniquely identifying a specialized MaterialPipeline
.
Adds the necessary ECS resources and render logic to enable rendering entities using the given Material
asset type.
Common Material
properties, calculated for a specific material instance.
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.
All Material
values of a given type that should be prepared next frame.
Data prepared for a Material
instance.
Sets the bind group for a given Material
at the configured I
index.
A light that emits light in a given direction from a central point.
Behaves like a point light in a perfectly absorbant housing that
shines light only in a given direction. The direction is taken from
the transform, and can be specified with Transform::looking_at
.
A component bundle for spot light 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.
Functions
Type Definitions
A component bundle for PBR entities with a Mesh
and a StandardMaterial
.
Stores all prepared representations of Material
assets for as long as they exist.