Structs
- An ambient light, which lights the entire scene equally.
- A Directional light.
- A component bundle for
DirectionalLight
entities. - A pair of cubemap textures that represent the surroundings of a specific area in space.
- Configures the “classic” computer graphics distance fog effect, in which objects appear progressively more covered in atmospheric haze the further away they are from the camera. Affects meshes rendered via the PBR
StandardMaterial
. - A marker component for a light probe, which is a cuboid region that provides global illumination to all fragments inside it.
- Adds the necessary ECS resources and render logic to enable rendering entities using the given
Material
asset type. - A light that emits light in all directions from a central point.
- A component bundle for
PointLight
entities. - A bundle that contains everything needed to make an entity a reflection probe.
- Plugin for screen space ambient occlusion.
- A light that emits light in a given direction from a central point. Behaves like a point light in a perfectly absorbent 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.
Enums
- Sets how a material’s base color alpha channel is used for transparency.
- Allows switching between different fog falloff modes, and configuring their parameters.
- The parallax mapping method to use to compute depth based on the material’s
depth_map
.
Traits
- Materials are used alongside
MaterialPlugin
andMaterialMeshBundle
to spawn entities that are rendered with a specificMaterial
type. They serve as an easy to use high level way to renderMesh
entities with custom shader logic.
Type Aliases
- A component bundle for PBR entities with a
Mesh
and aStandardMaterial
.