Module bevy_internal::pbr
source · Expand description
Physically based rendering.
Modules
- Environment maps and reflection probes.
- Irradiance volumes, also known as voxel global illumination.
Structs
- An ambient light, which lights the entire scene equally.
- Controls how cascaded shadow mapping works. Prefer using
CascadeShadowConfigBuilder
to construct an instance. - Builder for
CascadeShadowConfig
. - Configure the depth-slicing strategy for clustered forward rendering
- Default render method used for opaque materials.
- A Directional light.
- A component bundle for
DirectionalLight
entities. - Controls the resolution of
DirectionalLight
shadow maps. - A material that extends a base
Material
with additional shaders and data. - Metadata for fog
- A plugin that consolidates fog extraction, preparation and related resources/assets
- 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
. - The GPU-side representation of the fog configuration that’s sent as a uniform to the shader
- A marker component for a light probe, which is a cuboid region that provides global illumination to all fragments inside it.
- Adds support for light probes: cuboid bounding regions that apply global illumination to objects within them.
- A GPU buffer that stores information about all light probes.
- A per-view shader uniform that specifies all the light probes that the view takes into account.
- A component that applies baked indirect diffuse global illumination from a lightmap.
- A plugin that provides an implementation of lightmaps.
- 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. - Bind groups for meshes currently loaded.
- All possible
BindGroupLayout
s in bevy’s default mesh shader (mesh.wgsl
). - MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
- A key that uniquely identifies a
MeshPipelineViewLayout
. - 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 up everything required to use the prepass pipeline.
- Sets up the prepasses for a
Material
. - Stores data for all lightmaps in the render world.
- Stores all prepared representations of
Material
assets for as long as they exist. - A component, part of the render world, that stores the mapping from asset ID or IDs to the texture index in the appropriate binding arrays.
- Bundle to apply screen space ambient occlusion.
- Plugin for screen space ambient occlusion.
- Component to apply screen space ambient occlusion to a 3d camera.
- Sets the bind group for a given
Material
at the configuredI
index. - 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.
- Bitflags info about the material a shader is currently rendering. This is accessible in the shader in the
StandardMaterialUniform
- The pipeline key for
StandardMaterial
. - The GPU representation of the uniform data of a
StandardMaterial
. - Add this component to make a
Mesh
using a PBR material withdiffuse_transmission
> 0.0
receive shadows on its diffuse transmission lobe. (i.e. its “backside”) - Inserted on each
Entity
with anExtractedView
to keep track of its offset in thegpu_fogs
DynamicUniformBuffer
withinFogMeta
- A component attached to each camera in the render world that stores the index of the
LightProbesUniform
in theLightProbesBuffer
.
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
- Allows switching between different fog falloff modes, and configuring their parameters.
- Render method used for opaque materials.
- The parallax mapping method to use to compute depth based on the material’s
depth_map
. - Add this component to a
Camera3d
to control how to anti-alias shadow edges.
Constants
- Handle for the fog WGSL Shader internal asset
- The ID of the lightmap shader.
- Maximum number of joints supported for skinned meshes.
- The maximum number of each type of light probe that each view will consider.
- How many textures are allowed in the view bind group layout (
@group(0)
) before broader compatibility with WebGL and WebGPU is at risk, due to the minimum guaranteed values forMAX_TEXTURE_IMAGE_UNITS
(in WebGL) andmaxSampledTexturesPerShaderStage
(in WebGPU), currently both at 16.
Traits
- A trait implemented by all components that represent light probes.
- 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. - A subset of the
Material
trait for defining extensions to a baseMaterial
, such as the builtinStandardMaterial
. A user type implementing the trait should be used as theE
generic param in anExtendedMaterial
struct.
Functions
- This system extracts all created or modified assets of the corresponding
Material
type into the “render world”. - Generates all possible view layouts for the mesh pipeline, based on all combinations of
MeshPipelineViewLayoutKey
flags. - Prepares fog metadata and writes the fog-related uniform buffers to the GPU
- This system prepares all assets of the corresponding
Material
type which where extracted this frame for the GPU.
Type Aliases
- A component bundle for PBR entities with a
Mesh
and aStandardMaterial
.