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scrolling_fog.rs
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scrolling_fog.rs
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//! Showcases a `FogVolume`'s density texture being scrolled over time to create
//! the effect of fog moving in the wind.
//!
//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
//! is moved every frame to achieve this.
//!
//! The example also utilizes the jitter option of `VolumetricFog` in tandem
//! with temporal anti-aliasing to improve the visual quality of the effect.
//!
//! The camera is looking at a pillar with the sun peaking behind it. The light
//! interactions change based on the density of the fog.
use bevy::{
core_pipeline::{
bloom::Bloom,
experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
},
pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight},
prelude::*,
render::texture::{
ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
ImageSamplerDescriptor,
},
};
/// Initializes the example.
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Scrolling Fog".into(),
..default()
}),
..default()
}))
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(TemporalAntiAliasPlugin)
.add_systems(Startup, setup)
.add_systems(Update, scroll_fog)
.run();
}
/// Spawns all entities into the scene.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
assets: Res<AssetServer>,
) {
// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 2.0, 0.0).looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
Camera {
hdr: true,
..default()
},
Msaa::Off,
TemporalAntiAliasing::default(),
Bloom::default(),
VolumetricFog {
ambient_intensity: 0.0,
jitter: 0.5,
..default()
},
));
// Spawn a directional light shining at the camera with the VolumetricLight component.
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(-5.0, 5.0, -7.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
VolumetricLight,
));
// Spawn ground mesh.
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(64.0, 1.0, 64.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::BLACK,
perceptual_roughness: 1.0,
..default()
})),
Transform::from_xyz(0.0, -0.5, 0.0),
));
// Spawn pillar standing between the camera and the sun.
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(2.0, 9.0, 2.0))),
MeshMaterial3d(materials.add(Color::BLACK)),
Transform::from_xyz(-10.0, 4.5, -11.0),
));
// Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
// so that the texture wraps around as the density texture offset is moved along.
// Also set ImageFilterMode to Linear so that the fog isn't pixelated.
let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
*settings = ImageLoaderSettings {
sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
address_mode_w: ImageAddressMode::Repeat,
mag_filter: ImageFilterMode::Linear,
min_filter: ImageFilterMode::Linear,
mipmap_filter: ImageFilterMode::Linear,
..default()
}),
..default()
}
});
// Spawn a FogVolume and use the repeating noise texture as its density texture.
commands.spawn((
Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
FogVolume {
density_texture: Some(noise_texture),
density_factor: 0.05,
..default()
},
));
}
/// Moves fog density texture offset every frame.
fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
for mut fog_volume in query.iter_mut() {
fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_secs();
}
}