mirror of
https://github.com/bevyengine/bevy.git
synced 2026-07-01 08:12:51 -04:00
e3814a944b
# Objective - Occlude the directional lights by the atmosphere - More Physically accurate light values reaching the objects from directional lights - Support volumetric shadowing through the atmosphere with an additional layer of FogVolume - Strategic direction: use the FogVolume and expand on that implementation for shadow sampling Since it already uses pipeline specialization. - For now keep the atmosphere pipeline as is, free from shadow sampling code since these effects only matter at large scales. Shadow sampling for the atmosphere can be implemented in a later PR for planetary rings, objects in space, other large scale objects. ## Solution - Bind the transmittance LUT to the core 3d mesh PBR shader - tint the incoming light L to point P by the transmittance through the atmospheric medium - Apply the same effects to volumetric fog - Ensured that new new Atmosphere pipeline key works with deferred rendering - Updated example to include water plane and screen space reflections. Removed the water plane from the GLB terrain asset. (small asset churn!) ## Testing ```bash cargo run --example atmosphere # or cargo run --example atmosphere --features=free_camera ``` --- ## Showcase <img width="1275" height="721" alt="Screenshot 2025-10-22 at 9 50 27 PM" src="https://github.com/user-attachments/assets/f91ec8ba-a4ee-4bd2-b205-5158193466b9" /> --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: atlv <email@atlasdostal.com>