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.Controls the resolution of
DirectionalLight
shadow maps.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 3 bits for the MSAA log2(sample count) to support up to 128x 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.Stores all prepared representations of
Material
assets for as long as they exist.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.
Bitflags info about the material a shader is currently rendering.
This is accessible in the shader in the
StandardMaterialUniform
The GPU representation of the uniform data of a
StandardMaterial
.Enums
Sets how a material’s base color alpha channel is used for transparency.
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
.