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[Merged by Bors] - Add Distance and Atmospheric Fog support #6412
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/// <path d="M263 151V49" stroke="#FF00E5" stroke-dasharray="1 4"/> | ||
/// <text font-family="sans-serif" fill="#FF00E5" style="white-space: pre" font-family="Inter" font-size="10" letter-spacing="0em"><tspan x="121" y="58.6364">start</tspan></text> | ||
/// <text font-family="sans-serif" fill="#FF00E5" style="white-space: pre" font-family="Inter" font-size="10" letter-spacing="0em"><tspan x="267" y="58.6364">end</tspan></text> | ||
/// </svg> |
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TIL you can embed SVG graphs inside of rustdoc!
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I saw the Color
constant docs that use styled <span>
s and decided to give it a try, was also pleasantly surprised
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Very cool, and the code and docs look good (caveat that I'm still learning rendering). I do wonder if we can make these more... modular? Having to include this sort of effect in bevy_pbr, and adding a bitflag to StandardMaterial
definitely feels like it might get messy.
crates/bevy_pbr/src/render/fog.wgsl
Outdated
distance: f32, | ||
) -> vec4<f32> { | ||
var result = fog.color; | ||
result.a *= 1.0 - 1.0 / exp(pow(distance * fog.density_or_start, 2.0)); |
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Is using pow 2.0 here really going to be competitive with another two multiplications? Do wgsl compilers optimize this for you?
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No idea... If the WGSL doesn't do it, maybe the underlying GLSL/SPIRV/MSL compiler does?
Is there a good way to benchmark this? It probably adds up but hard to isolate in the middle of all of the other stuff the shader is doing
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Hmm, unsure 🤔 Maybe try stress testing it on a very busy scene like animated foxes and then check the traces? Either way, this was mostly curiosity.
Thanks for the speedy CR! Added additional documentation comments.
Maybe? There are already some things that affect, for example, lights that end up as bitflags there instead of special light-related components, so it's not completely out of place, but maybe there's indeed a cleaner way? I think what Re: PBR shader, I added it there after some conversations on I also got some feedback also in |
Yep, not a problem for this PR, but wanted to surface the idea so we start chewing on it.
Oh I rather like that. IIRC there's an |
Allowing independent per-camera configuration
Thanks! That was a good starting point.
I also consolidated the fog setup code into a single Some ergonomics/usability questions:
|
Could you add an example that show off the various fog modes? Maybe cycle through them on a timer, or on a key press |
In general, this is the patterns I've been seeing for post-processing effects recently:
|
Added an interactive example, where you can tweak the parameters: Fog.Example.mov |
Otherwise the shader will fail compilation, since the `fog` uniform, defined in `bevy_pbr::mesh_view_bindings` will not be available, since that file is not imported by the prepass shader. (but `bevy_pbr::pbr_functions` is)
@group(0) @binding(10) | ||
var depth_prepass_texture: texture_depth_multisampled_2d; | ||
@group(0) @binding(11) | ||
var depth_prepass_texture: texture_depth_multisampled_2d; | ||
@group(0) @binding(12) | ||
var normal_prepass_texture: texture_multisampled_2d<f32>; | ||
#else | ||
@group(0) @binding(10) | ||
var depth_prepass_texture: texture_depth_2d; | ||
@group(0) @binding(11) | ||
var depth_prepass_texture: texture_depth_2d; | ||
@group(0) @binding(12) |
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This is a really weird diff, what I did was actually just change the @binding
numbers from 10
, 11
to 11
, 12
.
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Just rebasing and one minor change and I think this is good to go.
let FOG_MODE_OFF: u32 = 0u; | ||
let FOG_MODE_LINEAR: u32 = 1u; | ||
let FOG_MODE_EXPONENTIAL: u32 = 2u; | ||
let FOG_MODE_EXPONENTIAL_SQUARED: u32 = 3u; | ||
let FOG_MODE_ATMOSPHERIC: u32 = 4u; |
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If I read #7356 correctly, these let must be changed to const once it i merged.
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Thanks for the heads up, will keep an eye out.
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the documentation and examples are really excellent again.
a couple of copy/paste errors in the helpers and minor bits in the shader then LGTM
crates/bevy_pbr/src/render/fog.wgsl
Outdated
var fog_color = fog.base_color; | ||
if (fog.directional_light_color.a > 0.0) { | ||
fog_color = vec4<f32>( | ||
fog.base_color.rgb | ||
+ scattering * fog.directional_light_color.rgb * fog.directional_light_color.a, | ||
fog_color.a | ||
); | ||
} |
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this block is repeated 4 times, can we move it up to pbr_functions (or make a function here for it)?
also i don't think we need the branch here but since it's a uniform branch maybe it's better to keep it anyway ..?
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I also thought about lifting this out as it is common and instead just wrapping only the bits that change in a function. It's not incredibly clear whether it's an improvement though. If it looks better, please do it. If not, then I'm fine with not.
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Just extracted it, it does look much cleaner.
Both math and enum variants were off Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Hopefully reducing GPU-side memory consumption and improving transfer speeds Co-authored-by: Robert Swain <robert.swain@gmail.com>
That way it's slightly faster if the compiler doesn't optimize it Co-authored-by: Robert Swain <robert.swain@gmail.com>
…ply_fog()` Thus simplifying future replacement of `apply_fog()` function for non-uniform (e.g. height-based) fogs.
@superdump @robtfm Applied feedback and updated to the latest |
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bors r+
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
Pull request successfully merged into main. Build succeeded:
|
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
## How This Works For the Bevy 0.10 release blog post (and for the first time ever), I'm publicly opening the doors to other people writing blog post sections. Specifically, if you worked on a feature in a substantial way and are interested in presenting it, you can now ask to claim a section by leaving a comment in this PR. If you claim a section, submit a pull request to the `release-0.10.0` branch in this repo. For the next week, we will be filling in sections (the release target is Saturday March 4th). Please don't claim a section if you don't plan on completing it within that timeline. Also don't claim a section if you weren't an active participant in the design and implementation of the change (unless you are a Maintainer or SME). I will claim any unclaimed sections. Try to match the style of previous release blog posts as much as possible. 1. Show, don't tell. Don't bombard people with information. Avoid large walls of text _and_ large walls of code. Prefer the pattern "byte sized description of one thing" -> "example code/picture/video contextualizing that one thing" -> repeat. Take readers on a journey step by simple step. 2. Don't use up reader's "mental bandwidth" without good reason. We can't afford page-long descriptions of minor bug fixes. If it isn't a "headliner change", keep the description short and sweet. If a change is self describing, let it do that (ex: We now support this new mesh shape primitive ... this is what it looks like). If it is a "headliner change", still try to keep it reasonable. We always have a lot to cover. 3. In slight competition with point (2), don't omit interesting technical information when it is truly fun and engaging. A good chunk of our users are highly technical and enjoy learning how the sausage is made. Try to strike a balance between "terse and simple" and "nerdy details". 4. When relevant, briefly describe the problem being solved first, then describe the solution we chose. This contextualizes the change and gives the feature value and purpose. 5. When possible, provide visuals. They create interest / keep people hooked / break up the monotony. 6. Record images and videos at the default bevy resolution (1280x720) 7. Provide an accurate listing of authors that meaningfully contributed to the feature. Try to sort in order of "contribution scale". This is hard to define, but try to be fair. When in doubt, ask other contributors, SMEs, and/or maintainers. 8. Provide numbers and graphs where possible. If something is faster, use numbers to back it up. We don't (yet) have automated graph generation in blog post style, so send data / info to me (@cart) if you want a graph made. ## Headliners Headliners are our "big ticket high importance / high profile" changes. They are listed briefly at the beginning of the blog post, their entries are roughly sorted "to the top", and they are given priority when it comes to "space in the blog post". If you think we missed something (or didn't prioritize something appropriately), let us know. * ECS Schedule v3 (previously known as "stageless") * Partial Android Support * Depth and Normal Prepass * Environment Map Lighting * Cascaded Shadow Maps * Distance and Atmospheric Fog * Smooth Skeletal Animation Transitions * Enable Parallel Pipelined Rendering * Windows as Entities * Renderer Optimizations * ECS Optimizations ## Sections These are the sections we will cover in the blog post. If a section has been claimed, it will have `(claimed by X)` in the title. If it is unclaimed it will have `(unclaimed)` in the title. Let us know if we missed a section. We don't cover every feature, but we should cover pretty much everything that would be interesting to users. Note that what is interesting or challenging to implement is not necessarily something that is relevant to our blog post readers. And sometimes the reverse is true! If you believe a section should be split up or reorganized, just bring it up here and we can discuss it. ### ~~Schedule V3 (claimed by @alice-i-cecile)~~ * [Migrate engine to Schedule v3][7267] * [Add `bevy_ecs::schedule_v3` module][6587] * [Stageless: fix unapplied systems][7446] * [Stageless: move final apply outside of spawned executor][7445] * Sets * Base Sets * [Base Sets][7466] * Reporting * [Report sets][7756] * [beter cycle reporting][7463] * Run Conditions * [Add condition negation][7559] * [And/Or][7605] * [Add more common run conditions][7579] * States * [States derive macro][7535] * System Piping Flexibility * [Support piping exclusive systems][7023] * [Allow piping run conditions][7547] ### ~~Depth and Normal Prepass (claimed by @IceSentry)~~ * [Add depth and normal prepass][6284] * [Move prepass functions to prepass_utils][7354] ### ~~Distance and Atmospheric Fog (claimed by @coreh)~~ * [Add Distance and Atmospheric Fog support][6412] ### ~~Cascaded Shadow Maps (claimed by @cart)~~ * [Cascaded shadow maps.][7064] * [Better cascades config defaults + builder, tweak example configs][7456] ### ~~Environment Map Lighting (claimed by @cart)~~ * [EnvironmentMapLight, BRDF Improvements][7051] * [Webgl2 support][7737] ### ~~Tonemapping options (claimed by @cart)~~ * [Initial tonemapping options][7594] ### ~~Android support + unification (claimed by @mockersf)~~ * [IOS, Android... same thing][7493] ### ~~Windows as Entities (claimed by @Aceeri)~~ * [Windows as Entities][5589] * [break feedback loop when moving cursor][7298] * [Fix `Window` feedback loop between the OS and Bevy][7517] ### ~~Enable Parallel Pipelined Rendering (claimed by @james7132)~~ * [Pipelined Rendering][6503] * [Stageless: add a method to scope to always run a task on the scope thread][7415] * [Separate Extract from Sub App Schedule][7046] ### ~~Smooth Skeletal Animation Transitions (claimed by @james7132)~~ * [Smooth Transition between Animations][6922] ### ~~Spatial Audio (claimed by @harudagondi)~~ * [Spatial Audio][6028] ### ~~Shader Processor Features (claimed by @cart)~~ * [Shader defs can now have a value][5900] * [Shaders can now have #else ifdef chains][7431] * [Define shader defs in shader][7518] ### ~~Shader Flexibility Improvements (claimed by @cart)~~ * [add ambient lighting hook][5428] * [Refactor Globals and View structs into separate shaders][7512] ### ~~Renderer Optimizations (claimed by @james7132)~~ * [bevy_pbr: Avoid copying structs and using registers in shaders][7069] * [Flatten render commands][6885] * [Replace UUID based IDs with a atomic-counted ones][6988] * [improve compile time by type-erasing wgpu structs][5950] * [Shrink DrawFunctionId][6944] * [Shrink ComputedVisibility][6305] * [Reduce branching in TrackedRenderPass][7053] * [Make PipelineCache internally mutable.][7205] * [Improve `Color::hex` performance][6940] * [Support recording multiple CommandBuffers in RenderContext][7248] * [Parallelized transform propagation][4775] * [Introduce detailed_trace macro, use in TrackedRenderPass][7639] * [Optimize color computation in prepare_uinodes][7311] * [Directly extract joints into SkinnedMeshJoints][6833] * [Parallelize forward kinematics animation systems][6785] * [Move system_commands spans into apply_buffers][6900] * [Reduce the use of atomics in the render phase][7084] ### ~~ECS Optimizations (claimed by @james7132 )~~ * [Remove redundant table and sparse set component IDs from Archetype][4927] * [Immutable sparse sets for metadata storage][4928] * [Replace BlobVec's swap_scratch with a swap_nonoverlapping][4853] * [Use T::Storage::STORAGE_TYPE to optimize out unused branches][6800] * [Remove unnecessary branching from bundle insertion][6902] * [Split Component Ticks][6547] * [use bevy_utils::HashMap for better performance. TypeId is predefined …][7642] * [Extend EntityLocation with TableId and TableRow][6681] * [Basic adaptive batching for parallel quer- [Speed up `CommandQueue` by storing commands more densely][6391]y iteration][4777] ### ~~Reflect Improvements (claimed by @cart)~~ * [bevy_reflect: Add `ReflectFromReflect` (v2)][6245] * [Add reflection support for VecDeque][6831] * [reflect: add `insert` and `remove` methods to `List`][7063] * [Add `remove` method to `Map` reflection trait.][6564] * [bevy_reflect: Fix binary deserialization not working for unit structs][6722] * [Add `TypeRegistrationDeserializer` and remove `BorrowedStr`][7094] * [bevy_reflect: Add simple enum support to reflection paths][6560] * [Enable deriving Reflect on structs with generic types][7364] * [bevy_reflect: Support tuple reflection paths][7324] * [bevy_reflect: Pre-parsed paths][7321] * [bevy_ecs: ReflectComponentFns without World][7206] ### ~~AsBindGroup Improvements (claimed by @cart)~~ * [Support storage buffers in derive `AsBindGroup`][6129] * [Support raw buffers in AsBindGroup][7701] ### ~~Cylinder Shape (claimed by @cart)~~ * [Add cylinder shape][6809] ### ~~Subdividable Plane Shape (claimed by @cart)~~ * [added subdivisions to shape::Plane][7546] ### ~~StandardMaterial Blend Modes (claimed by @coreh)~~ * [Standard Material Blend Modes][6644] ### ~~Configurable Visibility Component (claimed by @cart)~~ * [enum `Visibility` component][6320] ### Task Improvements (claimed by @cart) * [Fix panicking on another scope][6524] * [Add thread create/destroy callbacks to TaskPool][6561] * [Thread executor for running tasks on specific threads.][7087] * [await tasks to cancel][6696] * [Stageless: move MainThreadExecutor to schedule_v3][7444] * [Stageless: close the finish channel so executor doesn't deadlock][7448] ### ~~Upgrade to wgpu 0.15 (claimed by @cart)~~ * [Wgpu 0.15][7356] ### ~~Expose Bindless / Non-uniform Indexing Support (claimed by @cart)~~ * [Request WGPU Capabilities for Non-uniform Indexing][6995] ### ~~Cubic Spline (claimed by @aevyrie)~~ * [Bezier][7653] ### ~~Revamp Bloom (claimed by @JMS55)~~ * [Revamp bloom](bevyengine/bevy#6677) ### ~~Use Prepass Shaders for Shadows (claimed by @superdump)~~ * [use prepass shaders for shadows](bevyengine/bevy#7784) ### ~~AccessKit (claimed by @alice-i-cecile)~~ * [accesskit](bevyengine/bevy#6874) ### ~~Camera Output Modes (claimed by @cart)~~ * [camera output modes](bevyengine/bevy#7671) ### ~~SystemParam Improvements (claimed by @JoJoJet)~~ * [Make the `SystemParam` derive macro more flexible][6694] * [Add a `SystemParam` primitive for deferred mutations; allow `#[derive]`ing more types of SystemParam][6817] ### ~~Gamepad Improvements (claimed by @cart)~~ * [Gamepad events refactor][6965] * [add `Axis::devices` to get all the input devices][5400] ### ~~Input Methods (claimed by @cart)~~ * [add Input Method Editor support][7325] ### ~~Color Improvements (claimed by @cart)~~ * [Add LCH(ab) color space to `bevy_render::color::Color`][7483] * [Add a more familiar hex color entry][7060] ### ~~Split Up CorePlugin (claimed by @cart)~~ * [Break `CorePlugin` into `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`.][7083] ### ~~ExtractComponent Derive (claimed by @cart)~~ * [Extract component derive][7399] ### ~~Added OpenGL and DX11 Backends By Default (claimed by @cart)~~ * [add OpenGL and DX11 backends][7481] ### ~~UnsafeWorldCell (claimed by @BoxyUwU)~~ * [Move all logic to `UnsafeWorldCell`][7381] * [Rename `UnsafeWorldCellEntityRef` to `UnsafeEntityCell`][7568] ### ~~Entity Commands (claimed by @cart)~~ * [Add a trait for commands that run for a given `Entity`][7015] * [Add an extension trait to `EntityCommands` to update hierarchy while preserving `GlobalTransform`][7024] * [Add ReplaceChildren and ClearChildren EntityCommands][6035] ### ~~Iterate EntityRef (claimed by @james7132)~~ * [Allow iterating over with EntityRef over the entire World][6843] ### ~~Ref Queries (@JoJoJet)~~ * [Added Ref to allow immutable access with change detection][7097] ### ~~Taffy Upgrade (claimed by @cart)~~ * [Upgrade to Taffy 0.2][6743] ### ~~Relative Cursor Position (claimed by @cart)~~ * [Relative cursor position][7199] ### ~~Const UI Config (claimed by @cart)~~ * [Add const to methods and const defaults to bevy_ui][5542] ### ~~Examples (claimed by @cart)~~ * [Add pixelated Bevy to assets and an example][6408] * [Organized scene_viewer into plugins for reuse and organization][6936] ### ~~CI Improvements (claimed by @cart)~~ * [add rust-version for MSRV and CI job to check][6852] * [msrv: only send a message on failure during the actual msrv part][7532] * [Make CI friendlier][7398] * [Fix CI welcome message][7428] * [add an action to ask for a migration guide when one is missing][7507] ### ~~SMEs (@cart)~~ This was already covered in another blog post. Just briefly call out what they are and that this is the first release that used them. Link to the other blog post. * [Subject Matter Experts and new Bevy Org docs][7185] [4775]: bevyengine/bevy#4775 [4777]: bevyengine/bevy#4777 [4853]: bevyengine/bevy#4853 [4927]: bevyengine/bevy#4927 [4928]: bevyengine/bevy#4928 [5400]: bevyengine/bevy#5400 [5428]: bevyengine/bevy#5428 [5542]: bevyengine/bevy#5542 [5589]: bevyengine/bevy#5589 [5900]: bevyengine/bevy#5900 [5950]: bevyengine/bevy#5950 [6028]: bevyengine/bevy#6028 [6035]: bevyengine/bevy#6035 [6129]: bevyengine/bevy#6129 [6179]: bevyengine/bevy#6179 [6245]: bevyengine/bevy#6245 [6284]: bevyengine/bevy#6284 [6305]: bevyengine/bevy#6305 [6320]: bevyengine/bevy#6320 [6391]: bevyengine/bevy#6391 [6408]: bevyengine/bevy#6408 [6412]: bevyengine/bevy#6412 [6503]: bevyengine/bevy#6503 [6524]: bevyengine/bevy#6524 [6547]: bevyengine/bevy#6547 [6557]: bevyengine/bevy#6557 [6560]: bevyengine/bevy#6560 [6561]: bevyengine/bevy#6561 [6564]: bevyengine/bevy#6564 [6587]: bevyengine/bevy#6587 [6644]: bevyengine/bevy#6644 [6649]: bevyengine/bevy#6649 [6681]: bevyengine/bevy#6681 [6694]: bevyengine/bevy#6694 [6696]: bevyengine/bevy#6696 [6722]: bevyengine/bevy#6722 [6743]: bevyengine/bevy#6743 [6785]: bevyengine/bevy#6785 [6800]: bevyengine/bevy#6800 [6802]: bevyengine/bevy#6802 [6809]: bevyengine/bevy#6809 [6817]: bevyengine/bevy#6817 [6831]: bevyengine/bevy#6831 [6833]: bevyengine/bevy#6833 [6843]: bevyengine/bevy#6843 [6852]: bevyengine/bevy#6852 [6885]: bevyengine/bevy#6885 [6900]: bevyengine/bevy#6900 [6902]: bevyengine/bevy#6902 [6922]: bevyengine/bevy#6922 [6926]: bevyengine/bevy#6926 [6936]: bevyengine/bevy#6936 [6940]: bevyengine/bevy#6940 [6944]: bevyengine/bevy#6944 [6965]: bevyengine/bevy#6965 [6988]: bevyengine/bevy#6988 [6995]: bevyengine/bevy#6995 [7015]: bevyengine/bevy#7015 [7023]: bevyengine/bevy#7023 [7024]: bevyengine/bevy#7024 [7046]: bevyengine/bevy#7046 [7051]: bevyengine/bevy#7051 [7053]: bevyengine/bevy#7053 [7060]: bevyengine/bevy#7060 [7063]: bevyengine/bevy#7063 [7064]: bevyengine/bevy#7064 [7069]: bevyengine/bevy#7069 [7083]: bevyengine/bevy#7083 [7084]: bevyengine/bevy#7084 [7087]: bevyengine/bevy#7087 [7094]: bevyengine/bevy#7094 [7097]: bevyengine/bevy#7097 [7185]: bevyengine/bevy#7185 [7199]: bevyengine/bevy#7199 [7205]: bevyengine/bevy#7205 [7206]: bevyengine/bevy#7206 [7248]: bevyengine/bevy#7248 [7267]: bevyengine/bevy#7267 [7298]: bevyengine/bevy#7298 [7311]: bevyengine/bevy#7311 [7321]: bevyengine/bevy#7321 [7324]: bevyengine/bevy#7324 [7325]: bevyengine/bevy#7325 [7354]: bevyengine/bevy#7354 [7356]: bevyengine/bevy#7356 [7364]: bevyengine/bevy#7364 [7381]: bevyengine/bevy#7381 [7398]: bevyengine/bevy#7398 [7399]: bevyengine/bevy#7399 [7415]: bevyengine/bevy#7415 [7428]: bevyengine/bevy#7428 [7431]: bevyengine/bevy#7431 [7444]: bevyengine/bevy#7444 [7445]: bevyengine/bevy#7445 [7446]: bevyengine/bevy#7446 [7448]: bevyengine/bevy#7448 [7456]: bevyengine/bevy#7456 [7463]: bevyengine/bevy#7463 [7466]: bevyengine/bevy#7466 [7481]: bevyengine/bevy#7481 [7483]: bevyengine/bevy#7483 [7493]: bevyengine/bevy#7493 [7507]: bevyengine/bevy#7507 [7510]: bevyengine/bevy#7510 [7512]: bevyengine/bevy#7512 [7517]: bevyengine/bevy#7517 [7518]: bevyengine/bevy#7518 [7532]: bevyengine/bevy#7532 [7535]: bevyengine/bevy#7535 [7546]: bevyengine/bevy#7546 [7547]: bevyengine/bevy#7547 [7559]: bevyengine/bevy#7559 [7568]: bevyengine/bevy#7568 [7579]: bevyengine/bevy#7579 [7594]: bevyengine/bevy#7594 [7605]: bevyengine/bevy#7605 [7639]: bevyengine/bevy#7639 [7642]: bevyengine/bevy#7642 [7653]: bevyengine/bevy#7653 [7701]: bevyengine/bevy#7701 [7737]: bevyengine/bevy#7737 [7756]: bevyengine/bevy#7756 Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Boxy <supbscripter@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: James Liu <contact@jamessliu.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: Aceeri <conmcclusk@gmail.com>
Objective
Solution
This PR:
FogSettings
component that controls distance fog per-camera.Linear
,Exponential
andExponentialSquared
, as well as a more advancedAtmospheric
fog;ExtractComponent
, then uses a prepare system that sets up a new dynamic uniform struct (Fog
), similar to other mesh view types;output_color
, after PBR is computed (but before tone mapping);StandardMaterial
flag to enable fog; (fog_enabled
)Changelog
Added
FogSettings
component;FogFalloff
enum for selecting between three widely used “traditional” fog falloff modes:Linear
,Exponential
andExponentialSquared
, as well as a more advancedAtmospheric
fog;