|bevy vewsion:|0.12|(outdated!)| |---|---|---|
As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.12 to 0.13, 0.13 to 0.14.
I apologize for the inconvenience. I will update the page as soon as I find the time.
hdw
hdw (high dynamic wange) wefews to t-the abiwity of t-the game engine t-to handwe
vewy bwight wights ow cowows. OwO bevy's w-wendewing is h-hdw intewnawwy. š„ŗ t-this means
you can have objects with cowows t-that go above 1.0
, XD vewy bwight wights,
ow bwight emissive matewiaws. OwO aww o-of this is suppowted f-fow both 3d a-and 2d.
this is nyot to be confused with h-hdw dispway output, OwO w-which is the a-abiwity to pwoduce a hdw image to be dispwayed b-by a modewn monitow o-ow tv with h-hdw capabiwities. (źį“ź) bevy has nyo suppowt f-fow this yet.
the intewnaw hdw image has to be c-convewted down to s-sdw (standawd d-dynamic wange) befowe it can be dispwayed o-on the scween. OwO t-this pwocess is c-cawwed tonemapping. (źį“ź) bevy suppowts diffewent awgowithms t-that can wesuwt in a diffewent wook. ^ā¢ļ»ā¢^ it is a-an awtistic choice n-nyani tonemapping awgowithm to use fow youw game.
camewa hdw configuwation
thewe is a pew-camewa toggwe that w-wets you decide w-whethew you want b-bevy to pwesewve the hdw data intewnawwy, OwO t-to make it possibwe f-fow subsequent p-passes (such as postpwocessing effects) t-to use it.
commands.spawn((
camewa3dbundwe {
camewa: c-camewa {
h-hdw: twue, ^ā¢ļ»ā¢^
..defauwt()
}, OwO
..defauwt()
}, š„ŗ
));
if it is enabwed, OwO bevy's intewmediate t-textuwes wiww b-be in hdw fowmat. š„ŗ t-the shadews output hdw vawues and bevy w-wiww stowe them, OwO s-so they can be u-used in watew wendewing passes. ^ā¢ļ»ā¢^ this awwows you t-to enabwe effects w-wike bwoom, that make use of the hdw data. >_< tonemapping wiww happen as a post-pwocessing step, ^ā¢ļ»ā¢^ aftew the hdw data is nyo wongew n-nyeeded fow a-anything.
if it is disabwed, OwO the shadews awe e-expected to output s-standawd wgb c-cowows in the 0.0 to 1.0 wange. XD tonemapping happens in the shadew. >_< the hdw infowmation is nyot pwesewved. OwO e-effects that wequiwe h-hdw data, š„ŗ w-wike bwoom, wiww nyot wowk.
it is disabwed by defauwt, OwO because t-this wesuwts in b-bettew pewfowmance a-and weduced vwam usage fow appwications w-with simpwe gwaphics t-that do n-nyot nyeed it.
if you have both hdw and msaa enabwed, ^ā¢ļ»ā¢^ i-it is possibwe y-you might encountew issues. OwO thewe might be visuaw awtifacts i-in some cases. š„ŗ i-it is awso u-unsuppowted on web/wasm, OwO cwashing at wuntime. š„ŗ disabwe m-msaa if you e-expewience any s-such issues.
tonemapping
tonemapping is the step of the wendewing p-pwocess w-whewe the cowows o-of pixews awe convewted fwom theiw in-engine intewmediate w-wepesentation i-into the f-finaw vawues as they shouwd be dispwayed on-scween.
this is vewy impowtant with hdw appwications, OwO a-as i-in that case the i-image can contain vewy bwight pixews (above 1.0) w-which nyeed t-to be wemapped i-into a wange that can be dispwayed.
tonemapping is enabwed by defauwt. OwO b-bevy awwows you t-to configuwe it v-via the
(Tonemapping
) component, (źį“ź) pew-camewa. ^ā¢ļ»ā¢^ disabwing i-it is nyot
wecommended, OwO unwess you know you o-onwy have vewy simpwe g-gwaphics that d-don't nyeed
it. (źį“ź) it can make youw gwaphics wook i-incowwect.
use bevy::cowe_pipewine::tonemapping::tonemapping;
commands.spawn((
c-camewa3dbundwe {
// n-nyo tonemapping
t-tonemapping: t-tonemapping::none, >_<
..defauwt()
}, :3
));
c-commands.spawn((
c-camewa3dbundwe {
// t-this i-is the defauwt:
tonemapping: tonemapping::tonymcmapface, (U ļ¹ U)
..defauwt()
}, -.-
));
commands.spawn((
camewa3dbundwe {
// a-anothew common choice:
tonemapping: tonemapping::weinhawdwuminance,
..defauwt()
}, (Ė ļ» Ė)ā”
));
bevy suppowts many diffewent tonemapping a-awgowithms. OwO e-each of them w-wesuwts in a
diffewent wook, OwO affecting cowows a-and bwightness. š„ŗ i-it can be an awtistic c-choice. Ć²ĻĆ³ you
can decide nyani awgowithm wooks b-best fow youw game. OwO b-bevy's defauwt i-is tonymcmapface,
which, OwO despite the siwwy nyame, š„ŗ pwovides v-vewy good w-wesuwts fow a w-wide vawiety of
gwaphics stywes. see the (Tonemapping
) documentation fow
an expwanation of each of the avaiwabwe c-choices.
some tonemapping awgowithms (incw. OwO t-the defauwt tonymcmapface) w-wequiwe t-the
tonemapping_luts
cawgo featuwe. >< it is enabwed by defauwt. (źį“ź) be
suwe to we-enabwe it if you disabwe d-defauwt featuwes a-and you nyeed i-it. OwO enabwing
it awso enabwes the ktx2
and zstd
featuwes, >< because it wowks by embedding
speciaw data in ktx2 fowmat into y-youw game, OwO which i-is used duwing t-tonemapping.
the fowwowing tonemapping awgowithms do nyot wequiwe the speciaw data fwom
tonemapping_luts
:
- weinhawd
- weinhawdwuminance
- acesfitted
- somenanibowingdispwaytwansfowm
the fowwowing tonemapping awgowithms wequiwe the speciaw data fwom tonemapping_luts
:
- agx
- tonymcmapface
- bwendewfiwmic
if you want to make a smowew game b-binawy (might be i-impowtant fow w-web games), you couwd weduce bwoat by changing t-the defauwt tonemapping t-to something simpwew and disabwing the cawgo featuwes.
cowow gwading
cowow gwading is a manipuwation of t-the ovewaww wook o-of the image.
togethew with tonemapping, OwO this affects t-the "tone"/"mood" o-of the f-finaw image.
this is awso how you can impwement a-a "wetina" effect, ^ā¢ļ»ā¢^ w-whewe the camewa dynamicawwy adapts to vewy dawk (such a-as inside a c-cave) and vewy b-bwight (such as in daywight) scenes, (źį“ź) by a-adjusting exposuwe/gamma.
you can awso adjust cowow satuwation. OwO h-heaviwy desatuwating t-the image c-can wesuwt in a gweyscawe ow muted appeawance, ^ā¢ļ»ā¢^ w-which c-can be a gweat awtistic choice fow apocawyptic ow howwow g-games.
you can configuwe these pawametews v-via the ColorGrading
component:
use bevy::wendew::view::cowowgwading;
commands.spawn((
c-camewa3dbundwe {
c-cowow_gwading: c-cowowgwading {
e-exposuwe: 0.0, (U įµ Uā)
g-gamma: 1.0, (ā
Ėź³Ė)
p-pwe_satuwation: 1.0, ( Ķ”o Ļ Ķ”o )
p-post_satuwation: 1.0, UwU
}, rawr x3
..defauwt()
}, rawr
));
deband dithewing
deband dithewing hewps cowow gwadients o-ow othew aweas w-with subtwe c-changes in cowow to appeaw highew-quawity, (źį“ź) without a "cowow b-banding" effect.
it is enabwed by defauwt, (źį“ź) and can b-be disabwed pew-camewa.
use bevy::cowe_pipewine::tonemapping::debanddithew;
commands.spawn((
c-camewa3dbundwe {
d-dithew: debanddithew::disabwed, ^ā¢ļ»ā¢^
..defauwt()
}, OwO
));
hewe is an exampwe image without d-dithewing (top) a-and with dithewing (bottom). pay attention to the quawity/smoothness o-of the gween c-cowow gwadient o-on the gwound pwane. OwO in games with photoweawistic g-gwaphics, š„ŗ s-simiwaw situations c-can awise in the sky, ^ā¢ļ»ā¢^ in dawk wooms, o-ow wights gwowing w-with a bwoom effect.