pub struct Atmosphere {
pub bottom_radius: f32,
pub top_radius: f32,
pub ground_albedo: Vec3,
pub rayleigh_density_exp_scale: f32,
pub rayleigh_scattering: Vec3,
pub mie_density_exp_scale: f32,
pub mie_scattering: f32,
pub mie_absorption: f32,
pub mie_asymmetry: f32,
pub ozone_layer_altitude: f32,
pub ozone_layer_width: f32,
pub ozone_absorption: Vec3,
}
Expand description
This component describes the atmosphere of a planet, and when added to a camera will enable atmospheric scattering for that camera. This is only compatible with HDR cameras.
Most atmospheric particles scatter and absorb light in two main ways:
Rayleigh scattering occurs among very small particles, like individual gas molecules. It’s wavelength dependent, and causes colors to separate out as light travels through the atmosphere. These particles don’t absorb light.
Mie scattering occurs among slightly larger particles, like dust and sea spray. These particles do absorb light, but Mie scattering and absorption is wavelength independent.
Ozone acts differently from the other two, and is special-cased because it’s very important to the look of Earth’s atmosphere. It’s wavelength dependent, but only absorbs light. Also, while the density of particles participating in Rayleigh and Mie scattering falls off roughly exponentially from the planet’s surface, ozone only exists in a band centered at a fairly high altitude.
Fields§
§bottom_radius: f32
Radius of the planet
units: m
top_radius: f32
Radius at which we consider the atmosphere to ‘end’ for our calculations (from center of planet)
units: m
ground_albedo: Vec3
An approximation of the average albedo (or color, roughly) of the planet’s surface. This is used when calculating multiscattering.
units: N/A
rayleigh_density_exp_scale: f32
The rate of falloff of rayleigh particulate with respect to altitude: optical density = exp(-rayleigh_density_exp_scale * altitude in meters).
THIS VALUE MUST BE POSITIVE
units: N/A
rayleigh_scattering: Vec3
The scattering optical density of rayleigh particulate, or how much light it scatters per meter
units: m^-1
mie_density_exp_scale: f32
The rate of falloff of mie particulate with respect to altitude: optical density = exp(-mie_density_exp_scale * altitude in meters)
THIS VALUE MUST BE POSITIVE
units: N/A
mie_scattering: f32
The scattering optical density of mie particulate, or how much light it scatters per meter.
units: m^-1
mie_absorption: f32
The absorbing optical density of mie particulate, or how much light it absorbs per meter.
units: m^-1
mie_asymmetry: f32
The “asymmetry” of mie scattering, or how much light tends to scatter forwards, rather than backwards or to the side.
domain: (-1, 1) units: N/A
ozone_layer_altitude: f32
The altitude at which the ozone layer is centered.
units: m
ozone_layer_width: f32
The width of the ozone layer
units: m
ozone_absorption: Vec3
The optical density of ozone, or how much of each wavelength of light it absorbs per meter.
units: m^-1
Implementations§
Source§impl Atmosphere
impl Atmosphere
pub const EARTH: Atmosphere
pub fn with_density_multiplier(self, mult: f32) -> Self
Trait Implementations§
Source§impl Clone for Atmosphere
impl Clone for Atmosphere
Source§fn clone(&self) -> Atmosphere
fn clone(&self) -> Atmosphere
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Component for Atmosphere
Required Components: AtmosphereSettings
.
impl Component for Atmosphere
Required Components: AtmosphereSettings
.
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.
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Read moreSource§impl CreateFrom for Atmospherewhere
Self: ShaderType<ExtraMetadata = StructMetadata<12usize>>,
for<'__, '__, '__, '__, '__, '__, '__, '__, '__> f32: CreateFrom,
for<'__, '__, '__> Vec3: CreateFrom,
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Self: ShaderType<ExtraMetadata = StructMetadata<12usize>>,
for<'__, '__, '__, '__, '__, '__, '__, '__, '__> f32: CreateFrom,
for<'__, '__, '__> Vec3: CreateFrom,
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Source§impl Default for Atmosphere
impl Default for Atmosphere
Source§impl ExtractComponent for Atmosphere
impl ExtractComponent for Atmosphere
Source§type QueryData = &'static Atmosphere
type QueryData = &'static Atmosphere
ReadOnlyQueryData
to fetch the components to extract.Source§type QueryFilter = With<Camera3d>
type QueryFilter = With<Camera3d>
Source§type Out = Atmosphere
type Out = Atmosphere
Source§impl FromReflect for Atmospherewhere
Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for Atmospherewhere
Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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constructing the value using from_reflect
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Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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Source§impl PartialReflect for Atmospherewhere
Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for Atmospherewhere
Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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Source§impl ReadFrom for Atmospherewhere
Self: ShaderType<ExtraMetadata = StructMetadata<12usize>>,
for<'__, '__, '__, '__, '__, '__, '__, '__, '__> f32: ReadFrom,
for<'__, '__, '__> Vec3: ReadFrom,
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for<'__, '__, '__, '__, '__, '__, '__, '__, '__> f32: ReadFrom,
for<'__, '__, '__> Vec3: ReadFrom,
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Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for Atmospherewhere
Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn as_reflect(&self) -> &dyn Reflect
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Source§impl ShaderSize for Atmosphere
impl ShaderSize for Atmosphere
Source§const SHADER_SIZE: NonZero<u64> = _
const SHADER_SIZE: NonZero<u64> = _
ShaderType::min_size
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impl ShaderType for Atmosphere
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fn size(&self) -> NonZeroU64
Self
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fn assert_uniform_compat()
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meets the requirements of the
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Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Struct for Atmospherewhere
Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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impl TypePath for Atmosphere
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Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Typed for Atmospherewhere
Atmosphere: Any + Send + Sync,
f32: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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Self: ShaderType<ExtraMetadata = StructMetadata<12usize>>,
for<'__, '__, '__, '__, '__, '__, '__, '__, '__> f32: WriteInto,
for<'__, '__, '__> Vec3: WriteInto,
impl WriteInto for Atmospherewhere
Self: ShaderType<ExtraMetadata = StructMetadata<12usize>>,
for<'__, '__, '__, '__, '__, '__, '__, '__, '__> f32: WriteInto,
for<'__, '__, '__> Vec3: WriteInto,
fn write_into<B: BufferMut>(&self, writer: &mut Writer<B>)
Auto Trait Implementations§
impl Freeze for Atmosphere
impl RefUnwindSafe for Atmosphere
impl Send for Atmosphere
impl Sync for Atmosphere
impl Unpin for Atmosphere
impl UnwindSafe for Atmosphere
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