A 2d lighting crate for bevy. Currently wip.
- SDF+RayMarching Approach Implementation
- PBR Lighting (Normal Mapping, Specular Mapping, and virtual height for lights)
- MSM Approach (PCSS -> VSSM -> MSM step by step)
- Edge Lighting
- Compatibility with camera rotation
- Rim Lights
- Volumetric Fog
- Volumetric Clouds
- Tyndall Effect
- Screen Space SSAO
- Support particle system
bevy_hanabi
- Support tilemap system
bevy_entitiles
Flag | Functionality |
---|---|
debug |
Show some debug info like light ranges. |
catalinzz |
Render shadow using the approach from Catalin ZZ. |
compatibility |
Prefer compatibility to performance as this crate uses things that are not supported by every platform including textures with Rg32Float format. |
ray_marching |
Render shadow using SDF+Raymarching. |
- Lighting technique from Catalin ZZ's blog.
- SSAO, Volumetric Clouds and Fogs and Rim Lights are inspired by @bit琪露诺.
Bevy ver | Incandescent ver |
---|---|
0.13.x | 0.1.0-0.2.0 |