bevy_pbr/light/spot_light.rs
1use bevy_render::view::{self, Visibility};
2
3use super::*;
4
5/// A light that emits light in a given direction from a central point.
6///
7/// Behaves like a point light in a perfectly absorbent housing that
8/// shines light only in a given direction. The direction is taken from
9/// the transform, and can be specified with [`Transform::looking_at`](Transform::looking_at).
10#[derive(Component, Debug, Clone, Copy, Reflect)]
11#[reflect(Component, Default, Debug, Clone)]
12#[require(Frustum, VisibleMeshEntities, Transform, Visibility, VisibilityClass)]
13#[component(on_add = view::add_visibility_class::<LightVisibilityClass>)]
14pub struct SpotLight {
15 /// The color of the light.
16 ///
17 /// By default, this is white.
18 pub color: Color,
19
20 /// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
21 pub intensity: f32,
22
23 /// Range in meters that this light illuminates.
24 ///
25 /// Note that this value affects resolution of the shadow maps; generally, the
26 /// higher you set it, the lower-resolution your shadow maps will be.
27 /// Consequently, you should set this value to be only the size that you need.
28 pub range: f32,
29
30 /// Simulates a light source coming from a spherical volume with the given
31 /// radius.
32 ///
33 /// This affects the size of specular highlights created by this light, as
34 /// well as the soft shadow penumbra size. Because of this, large values may
35 /// not produce the intended result -- for example, light radius does not
36 /// affect shadow softness or diffuse lighting.
37 pub radius: f32,
38
39 /// Whether this light casts shadows.
40 ///
41 /// Note that shadows are rather expensive and become more so with every
42 /// light that casts them. In general, it's best to aggressively limit the
43 /// number of lights with shadows enabled to one or two at most.
44 pub shadows_enabled: bool,
45
46 /// Whether soft shadows are enabled.
47 ///
48 /// Soft shadows, also known as *percentage-closer soft shadows* or PCSS,
49 /// cause shadows to become blurrier (i.e. their penumbra increases in
50 /// radius) as they extend away from objects. The blurriness of the shadow
51 /// depends on the [`SpotLight::radius`] of the light; larger lights result in larger
52 /// penumbras and therefore blurrier shadows.
53 ///
54 /// Currently, soft shadows are rather noisy if not using the temporal mode.
55 /// If you enable soft shadows, consider choosing
56 /// [`ShadowFilteringMethod::Temporal`] and enabling temporal antialiasing
57 /// (TAA) to smooth the noise out over time.
58 ///
59 /// Note that soft shadows are significantly more expensive to render than
60 /// hard shadows.
61 #[cfg(feature = "experimental_pbr_pcss")]
62 pub soft_shadows_enabled: bool,
63
64 /// Whether this spot light contributes diffuse lighting to meshes with
65 /// lightmaps.
66 ///
67 /// Set this to false if your lightmap baking tool bakes the direct diffuse
68 /// light from this directional light into the lightmaps in order to avoid
69 /// counting the radiance from this light twice. Note that the specular
70 /// portion of the light is always considered, because Bevy currently has no
71 /// means to bake specular light.
72 ///
73 /// By default, this is set to true.
74 pub affects_lightmapped_mesh_diffuse: bool,
75
76 /// A value that adjusts the tradeoff between self-shadowing artifacts and
77 /// proximity of shadows to their casters.
78 ///
79 /// This value frequently must be tuned to the specific scene; this is
80 /// normal and a well-known part of the shadow mapping workflow. If set too
81 /// low, unsightly shadow patterns appear on objects not in shadow as
82 /// objects incorrectly cast shadows on themselves, known as *shadow acne*.
83 /// If set too high, shadows detach from the objects casting them and seem
84 /// to "fly" off the objects, known as *Peter Panning*.
85 pub shadow_depth_bias: f32,
86
87 /// A bias applied along the direction of the fragment's surface normal. It is scaled to the
88 /// shadow map's texel size so that it can be small close to the camera and gets larger further
89 /// away.
90 pub shadow_normal_bias: f32,
91
92 /// The distance from the light to the near Z plane in the shadow map.
93 ///
94 /// Objects closer than this distance to the light won't cast shadows.
95 /// Setting this higher increases the shadow map's precision.
96 ///
97 /// This only has an effect if shadows are enabled.
98 pub shadow_map_near_z: f32,
99
100 /// Angle defining the distance from the spot light direction to the outer limit
101 /// of the light's cone of effect.
102 /// `outer_angle` should be < `PI / 2.0`.
103 /// `PI / 2.0` defines a hemispherical spot light, but shadows become very blocky as the angle
104 /// approaches this limit.
105 pub outer_angle: f32,
106
107 /// Angle defining the distance from the spot light direction to the inner limit
108 /// of the light's cone of effect.
109 /// Light is attenuated from `inner_angle` to `outer_angle` to give a smooth falloff.
110 /// `inner_angle` should be <= `outer_angle`
111 pub inner_angle: f32,
112}
113
114impl SpotLight {
115 pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02;
116 pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 1.8;
117 pub const DEFAULT_SHADOW_MAP_NEAR_Z: f32 = 0.1;
118}
119
120impl Default for SpotLight {
121 fn default() -> Self {
122 // a quarter arc attenuating from the center
123 Self {
124 color: Color::WHITE,
125 // 1,000,000 lumens is a very large "cinema light" capable of registering brightly at Bevy's
126 // default "very overcast day" exposure level. For "indoor lighting" with a lower exposure,
127 // this would be way too bright.
128 intensity: 1_000_000.0,
129 range: 20.0,
130 radius: 0.0,
131 shadows_enabled: false,
132 affects_lightmapped_mesh_diffuse: true,
133 shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
134 shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
135 shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
136 inner_angle: 0.0,
137 outer_angle: core::f32::consts::FRAC_PI_4,
138 #[cfg(feature = "experimental_pbr_pcss")]
139 soft_shadows_enabled: false,
140 }
141 }
142}