Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.

Constants

POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT

#

POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE

#

POINT_LIGHT_FLAGS_VOLUMETRIC_BIT

#

POINT_LIGHT_FLAGS_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE_BIT

#

DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT

#

DIRECTIONAL_LIGHT_FLAGS_VOLUMETRIC_BIT

#

DIRECTIONAL_LIGHT_FLAGS_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE_BIT

#

FOG_MODE_OFF

#

FOG_MODE_LINEAR

#

FOG_MODE_EXPONENTIAL

#

FOG_MODE_EXPONENTIAL_SQUARED

#

FOG_MODE_ATMOSPHERIC

#

Structures

ClusterableObject

#
struct ClusterableObject {
light_custom_data: vec4<f32>,
color_inverse_square_range: vec4<f32>,
position_radius: vec4<f32>,
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
spot_light_tan_angle: f32,
soft_shadow_size: f32,
shadow_map_near_z: f32,
decal_index: u32,
pad: f32,
}

DirectionalCascade

#

DirectionalLight

#
struct DirectionalLight {
cascades: array<DirectionalCascade, #{MAX_CASCADES_PER_LIGHT}>,
color: vec4<f32>,
direction_to_light: vec3<f32>,
flags: u32,
soft_shadow_size: f32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
num_cascades: u32,
cascades_overlap_proportion: f32,
depth_texture_base_index: u32,
decal_index: u32,
sun_disk_angular_size: f32,
sun_disk_intensity: f32,
}

Lights

#

Fog

#

ClusterableObjects

#

ClusterLightIndexLists

#

ClusterOffsetsAndCounts

#

LightProbe

#

LightProbes

#
struct LightProbes {
reflection_probes: array<LightProbe, 8u>,
irradiance_volumes: array<LightProbe, 8u>,
reflection_probe_count: i32,
irradiance_volume_count: i32,
view_cubemap_index: i32,
smallest_specular_mip_level_for_view: u32,
intensity_for_view: f32,
view_environment_map_affects_lightmapped_mesh_diffuse: u32,
}

ScreenSpaceReflectionsSettings

#

For more information on these settings, see the documentation for bevy_pbr::ssr::ScreenSpaceReflections.

struct ScreenSpaceReflectionsSettings {
perceptual_roughness_threshold: f32,
thickness: f32,
linear_steps: u32,
linear_march_exponent: f32,
bisection_steps: u32,
use_secant: u32,
}

EnvironmentMapUniform

#

OrderIndependentTransparencySettings

#

Shader version of the order independent transparency settings component.

struct OrderIndependentTransparencySettings {
layers_count: i32,
alpha_threshold: f32,
}

ClusteredDecal

#

ClusteredDecals

#
Contents