Module bevy::pbr

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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.
A component bundle for entities with a Mesh and a Material.
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.