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[Merged by Bors] - Directional light #2112
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# Conflicts: # crates/bevy_pbr/src/lib.rs
NathanSWard
reviewed
May 5, 2021
NathanSWard
reviewed
May 5, 2021
NathanSWard
reviewed
May 5, 2021
NathanSWard
reviewed
May 5, 2021
alice-i-cecile
added
C-Feature
A new feature, making something new possible
A-Rendering
Drawing game state to the screen
labels
May 6, 2021
mtsr
approved these changes
May 6, 2021
cart
reviewed
May 6, 2021
cart
reviewed
May 6, 2021
I think this is good to merge once we resolve the nits above. Good work! |
with hardcoded camera settings for the moment
NathanSWard
reviewed
May 8, 2021
I think this is good to go. We might want to make units configurable (ex: unreal does this). It feels a little odd having PointLight using "intensity" and DirectionalLight having "illuminance", but I'm totally cool with having that discussion later. |
bors r+ |
bors bot
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May 14, 2021
This PR adds a `DirectionalLight` component to bevy_pbr.
Pull request successfully merged into main. Build succeeded: |
bors bot
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May 17, 2021
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes #2190, introduced in #2112. Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
ostwilkens
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to ostwilkens/bevy
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Jul 27, 2021
This PR adds a `DirectionalLight` component to bevy_pbr.
ostwilkens
pushed a commit
to ostwilkens/bevy
that referenced
this pull request
Jul 27, 2021
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes bevyengine#2190, introduced in bevyengine#2112. Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
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This PR adds a
DirectionalLight
component to bevy_pbr.