bevy_pbr/light/
spot_light.rs

1use bevy_render::view::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)]
12#[require(Frustum, VisibleMeshEntities, Transform, Visibility)]
13pub struct SpotLight {
14    /// The color of the light.
15    ///
16    /// By default, this is white.
17    pub color: Color,
18
19    /// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
20    pub intensity: f32,
21
22    /// Range in meters that this light illuminates.
23    ///
24    /// Note that this value affects resolution of the shadow maps; generally, the
25    /// higher you set it, the lower-resolution your shadow maps will be.
26    /// Consequently, you should set this value to be only the size that you need.
27    pub range: f32,
28
29    /// Simulates a light source coming from a spherical volume with the given
30    /// radius.
31    ///
32    /// This affects the size of specular highlights created by this light, as
33    /// well as the soft shadow penumbra size. Because of this, large values may
34    /// not produce the intended result -- for example, light radius does not
35    /// affect shadow softness or diffuse lighting.
36    pub radius: f32,
37
38    /// Whether this light casts shadows.
39    ///
40    /// Note that shadows are rather expensive and become more so with every
41    /// light that casts them. In general, it's best to aggressively limit the
42    /// number of lights with shadows enabled to one or two at most.
43    pub shadows_enabled: bool,
44
45    /// Whether soft shadows are enabled.
46    ///
47    /// Soft shadows, also known as *percentage-closer soft shadows* or PCSS,
48    /// cause shadows to become blurrier (i.e. their penumbra increases in
49    /// radius) as they extend away from objects. The blurriness of the shadow
50    /// depends on the [`SpotLight::radius`] of the light; larger lights result in larger
51    /// penumbras and therefore blurrier shadows.
52    ///
53    /// Currently, soft shadows are rather noisy if not using the temporal mode.
54    /// If you enable soft shadows, consider choosing
55    /// [`ShadowFilteringMethod::Temporal`] and enabling temporal antialiasing
56    /// (TAA) to smooth the noise out over time.
57    ///
58    /// Note that soft shadows are significantly more expensive to render than
59    /// hard shadows.
60    #[cfg(feature = "experimental_pbr_pcss")]
61    pub soft_shadows_enabled: bool,
62
63    /// A value that adjusts the tradeoff between self-shadowing artifacts and
64    /// proximity of shadows to their casters.
65    ///
66    /// This value frequently must be tuned to the specific scene; this is
67    /// normal and a well-known part of the shadow mapping workflow. If set too
68    /// low, unsightly shadow patterns appear on objects not in shadow as
69    /// objects incorrectly cast shadows on themselves, known as *shadow acne*.
70    /// If set too high, shadows detach from the objects casting them and seem
71    /// to "fly" off the objects, known as *Peter Panning*.
72    pub shadow_depth_bias: f32,
73
74    /// A bias applied along the direction of the fragment's surface normal. It is scaled to the
75    /// shadow map's texel size so that it can be small close to the camera and gets larger further
76    /// away.
77    pub shadow_normal_bias: f32,
78
79    /// The distance from the light to the near Z plane in the shadow map.
80    ///
81    /// Objects closer than this distance to the light won't cast shadows.
82    /// Setting this higher increases the shadow map's precision.
83    ///
84    /// This only has an effect if shadows are enabled.
85    pub shadow_map_near_z: f32,
86
87    /// Angle defining the distance from the spot light direction to the outer limit
88    /// of the light's cone of effect.
89    /// `outer_angle` should be < `PI / 2.0`.
90    /// `PI / 2.0` defines a hemispherical spot light, but shadows become very blocky as the angle
91    /// approaches this limit.
92    pub outer_angle: f32,
93
94    /// Angle defining the distance from the spot light direction to the inner limit
95    /// of the light's cone of effect.
96    /// Light is attenuated from `inner_angle` to `outer_angle` to give a smooth falloff.
97    /// `inner_angle` should be <= `outer_angle`
98    pub inner_angle: f32,
99}
100
101impl SpotLight {
102    pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02;
103    pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 1.8;
104    pub const DEFAULT_SHADOW_MAP_NEAR_Z: f32 = 0.1;
105}
106
107impl Default for SpotLight {
108    fn default() -> Self {
109        // a quarter arc attenuating from the center
110        Self {
111            color: Color::WHITE,
112            // 1,000,000 lumens is a very large "cinema light" capable of registering brightly at Bevy's
113            // default "very overcast day" exposure level. For "indoor lighting" with a lower exposure,
114            // this would be way too bright.
115            intensity: 1_000_000.0,
116            range: 20.0,
117            radius: 0.0,
118            shadows_enabled: false,
119            shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
120            shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
121            shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
122            inner_angle: 0.0,
123            outer_angle: core::f32::consts::FRAC_PI_4,
124            #[cfg(feature = "experimental_pbr_pcss")]
125            soft_shadows_enabled: false,
126        }
127    }
128}