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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorS-Needs-ReviewNeeds reviewer attention (from anyone!) to move forwardNeeds reviewer attention (from anyone!) to move forward
Description
Bevy version and features
- 0.17, main.
What went wrong
Atmospheric fog bleeds sunlight through all objects.
Repro:
use bevy::{
camera_controller::free_camera::{FreeCamera, FreeCameraPlugin},
light::CascadeShadowConfigBuilder,
prelude::*,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, FreeCameraPlugin))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn((
DirectionalLight {
color: Color::srgb(0.98, 0.95, 0.82),
shadows_enabled: true,
..default()
},
Transform::IDENTITY.looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
CascadeShadowConfigBuilder {
first_cascade_far_bound: 1.0,
maximum_distance: 10.0,
..default()
}
.build(),
));
commands.spawn((
Camera3d::default(),
FreeCamera::default(),
Transform::from_xyz(0.0, 5.0, 0.0),
DistanceFog {
color: Color::srgba(0.35, 0.48, 0.66, 1.0),
directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
directional_light_exponent: 30.0,
falloff: FogFalloff::from_visibility_colors(
15.0,
Color::srgb(0.35, 0.5, 0.66),
Color::srgb(0.8, 0.844, 1.0),
),
},
));
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
)));
}Metadata
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Labels
A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorS-Needs-ReviewNeeds reviewer attention (from anyone!) to move forwardNeeds reviewer attention (from anyone!) to move forward