Important
This is currently just a demo, and is using an old (0.12) version of Bevy! Take a look if you're interested, but don't expect to be able to install and use it.
Here are some examples of what the code does
fn setup_camera(
mut commands: Commands,
) {
commands.spawn((
Camera3dBundle {
camera_3d: Camera3d {
clear_color: ClearColorConfig::Custom(
colors::SKY,
),
..default()
},
camera: Camera {
// hdr: not required, but fun!
hdr: true,
..default()
},
transform: Transform::from_translation(
Vec3::new(0.0, 10.0, 15.0),
)
.looking_at(Vec3::new(0., 4., 0.), Vec3::Y),
// I like TonyMcMapface
tonemapping: bevy::core_pipeline::tonemapping::Tonemapping::TonyMcMapface,
// Boosting the saturation can be interesting, but is not required
color_grading: ColorGrading {
post_saturation: 1.8,
..default()
},
projection: Projection::Orthographic(OrthographicProjection{
scale: 0.1,
..default()
}),
..default()
},
// depth prepass is required for pixelated.wgsl
DepthPrepass,
// normal prepass is required for pixelated.wgsl
NormalPrepass,
// PixelatedCamera causes this camera to be used to generate the
// pixelated scene
PixelatedCamera,
));
}
mut pixelated: ResMut<
Assets<
ExtendedMaterial<
StandardMaterial,
PixelatedExtension,
>,
>,
>,
assets/taxi
is from Kenney's car-kit (Creative Commons CC0)assets/parallax
is from the Bevy repo and used in the Bevy parallax example- oklab functions are mentioned inline in the wgsl shader