pub struct Bloom {
pub intensity: f32,
pub low_frequency_boost: f32,
pub low_frequency_boost_curvature: f32,
pub high_pass_frequency: f32,
pub prefilter: BloomPrefilter,
pub composite_mode: BloomCompositeMode,
pub max_mip_dimension: u32,
pub scale: Vec2,
}
Expand description
Applies a bloom effect to an HDR-enabled 2d or 3d camera.
Bloom emulates an effect found in real cameras and the human eye, causing halos to appear around very bright parts of the scene.
See also https://en.wikipedia.org/wiki/Bloom_(shader_effect).
§Usage Notes
Bloom is currently not compatible with WebGL2.
Often used in conjunction with bevy_pbr::StandardMaterial::emissive
for 3d meshes.
Bloom is best used alongside a tonemapping function that desaturates bright colors,
such as bevy_core_pipeline::tonemapping::Tonemapping::TonyMcMapface
.
Bevy’s implementation uses a parametric curve to blend between a set of blurred (lower frequency) images generated from the camera’s view. See https://starlederer.github.io/bloom/ for a visualization of the parametric curve used in Bevy as well as a visualization of the curve’s respective scattering profile.
Fields§
§intensity: f32
Controls the baseline of how much the image is scattered (default: 0.15).
This parameter should be used only to control the strength of the bloom for the scene as a whole. Increasing it too much will make the scene appear blurry and over-exposed.
To make a mesh glow brighter, rather than increase the bloom intensity,
you should increase the mesh’s emissive
value.
§In energy-conserving mode
The value represents how likely the light is to scatter.
The value should be between 0.0 and 1.0 where:
- 0.0 means no bloom
- 1.0 means the light is scattered as much as possible
§In additive mode
The value represents how much scattered light is added to the image to create the glow effect.
In this configuration:
- 0.0 means no bloom
- Greater than 0.0 means a proportionate amount of scattered light is added
low_frequency_boost: f32
Low frequency contribution boost. Controls how much more likely the light is to scatter completely sideways (low frequency image).
Comparable to a low shelf boost on an equalizer.
§In energy-conserving mode
The value should be between 0.0 and 1.0 where:
- 0.0 means low frequency light uses base intensity for blend factor calculation
- 1.0 means low frequency light contributes at full power
§In additive mode
The value represents how much scattered light is added to the image to create the glow effect.
In this configuration:
- 0.0 means no bloom
- Greater than 0.0 means a proportionate amount of scattered light is added
low_frequency_boost_curvature: f32
Low frequency contribution boost curve. Controls the curvature of the blend factor function making frequencies next to the lowest ones contribute more.
Somewhat comparable to the Q factor of an equalizer node.
Valid range:
- 0.0 - base intensity and boosted intensity are linearly interpolated
- 1.0 - all frequencies below maximum are at boosted intensity level
high_pass_frequency: f32
Tightens how much the light scatters (default: 1.0).
Valid range:
- 0.0 - maximum scattering angle is 0 degrees (no scattering)
- 1.0 - maximum scattering angle is 90 degrees
prefilter: BloomPrefilter
Controls the threshold filter used for extracting the brightest regions from the input image before blurring them and compositing back onto the original image.
Changing these settings creates a physically inaccurate image and makes it easy to make
the final result look worse. However, they can be useful when emulating the 1990s-2000s game look.
See BloomPrefilter
for more information.
composite_mode: BloomCompositeMode
Controls whether bloom textures
are blended between or added to each other. Useful
if image brightening is desired and a must-change
if prefilter
is used.
§Recommendation
Set to BloomCompositeMode::Additive
if prefilter
is
configured in a non-energy-conserving way,
otherwise set to BloomCompositeMode::EnergyConserving
.
max_mip_dimension: u32
Maximum size of each dimension for the largest mipchain texture used in downscaling/upscaling. Only tweak if you are seeing visual artifacts.
scale: Vec2
Amount to stretch the bloom on each axis. Artistic control, can be used to emulate
anamorphic blur by using a large x-value. For large values, you may need to increase
Bloom::max_mip_dimension
to reduce sampling artifacts.
Implementations§
Source§impl Bloom
impl Bloom
Sourcepub const NATURAL: Bloom
pub const NATURAL: Bloom
The default bloom preset.
This uses the EnergyConserving
composite mode.
Sourcepub const ANAMORPHIC: Bloom
pub const ANAMORPHIC: Bloom
Emulates the look of stylized anamorphic bloom, stretched horizontally.
Sourcepub const OLD_SCHOOL: Bloom
pub const OLD_SCHOOL: Bloom
A preset that’s similar to how older games did bloom.
Sourcepub const SCREEN_BLUR: Bloom
pub const SCREEN_BLUR: Bloom
A preset that applies a very strong bloom, and blurs the whole screen.
Trait Implementations§
Source§impl Component for Bloom
Required Components: Hdr
.
impl Component for Bloom
Required Components: Hdr
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>
,
while immutable components will instead have Component<Mutability = Immutable>
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_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper
. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component
, this is populated by annotating fields containing entities with #[entities]
Read moreSource§impl ExtractComponent for Bloom
impl ExtractComponent for Bloom
Source§type QueryData = (&'static Bloom, &'static Camera)
type QueryData = (&'static Bloom, &'static Camera)
ReadOnlyQueryData
to fetch the components to extract.Source§type QueryFilter = With<Hdr>
type QueryFilter = With<Hdr>
Source§fn extract_component(
_: <<Bloom as ExtractComponent>::QueryData as QueryData>::Item<'_, '_>,
) -> Option<<Bloom as ExtractComponent>::Out>
fn extract_component( _: <<Bloom as ExtractComponent>::QueryData as QueryData>::Item<'_, '_>, ) -> Option<<Bloom as ExtractComponent>::Out>
Source§impl FromReflect for Bloom
impl FromReflect for Bloom
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Bloom>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Bloom>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetTypeRegistration for Bloom
impl GetTypeRegistration for Bloom
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for Bloom
impl PartialReflect for Bloom
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
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fn reflect_kind(&self) -> ReflectKind
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fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Bloom>) -> ReflectOwned
fn reflect_owned(self: Box<Bloom>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Bloom>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Bloom>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<Bloom>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Bloom>) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
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&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>
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fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))
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PartialReflect
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and
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
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fn is_dynamic(&self) -> bool
Source§impl Reflect for Bloom
impl Reflect for Bloom
Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
. Read moreSource§fn into_reflect(self: Box<Bloom>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Bloom>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for Bloom
impl Struct for Bloom
Source§fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
name
as a &dyn PartialReflect
.Source§fn field_mut(
&mut self,
name: &str,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>
name
as a
&mut dyn PartialReflect
.Source§fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
index
as a
&dyn PartialReflect
.Source§fn field_at_mut(
&mut self,
index: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_at_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>
index
as a &mut dyn PartialReflect
.Source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.Source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
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fn to_dynamic_struct(&self) -> DynamicStruct
DynamicStruct
from this struct.Source§fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
None
if TypeInfo
is not available.Source§impl TypePath for Bloom
impl TypePath for Bloom
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
Auto Trait Implementations§
impl Freeze for Bloom
impl RefUnwindSafe for Bloom
impl Send for Bloom
impl Sync for Bloom
impl Unpin for Bloom
impl UnwindSafe for Bloom
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
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impl<C> Bundle for Cwhere
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components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
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