Slightly improved valid move indicator, title rendered text
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Bevy Anti Aliasing and Screen Effects
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TAA: Temporal Anti Aliasing (https://docs.rs/bevy/0.13.2/bevy/core_pipeline/experimental/taa/struct.TemporalAntiAliasSettings.html)
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* Component added to camera
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* Conflicts with MSAA and FXAA
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* Can be "reset" with a bool, but otherwise no settings
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* Requires TemporalAntiAliasingPlugin to App.
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* Requires the following marker components on Camera:
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* DepthPrepass
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* MotionVectorPrepass
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* TemporalJitter
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* Cannot be used with Orthographic camera
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MSAA: Multi-Sample Anti-Aliasing (https://docs.rs/bevy/0.13.2/bevy/prelude/enum.Msaa.html)
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* Resource set to the number of samples to run for anti-aliasing or "Off"
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* Conflicts with FXAA and TAA
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* If set to a sample count, conflicts with Msaa and Fxaa
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FXAA: Fast Approximate Anti-Aliasing (https://docs.rs/bevy/0.13.2/bevy/core_pipeline/fxaa/struct.Fxaa.html)
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* Compnent added to Camera
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* Conflicts with MSAA and TAA
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* Has the following parameters:
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* Enabled
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* Edge Threshold and Edge Threshold Min.
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* Sensitivity settings ranging from Low to Extreme.
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CAS: Contrast Adaptive Sharpening (https://docs.rs/bevy/0.13.2/bevy/core_pipeline/contrast_adaptive_sharpening/struct.ContrastAdaptiveSharpeningSettings.html)
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* Component put on camera to enable adaptive sharpening
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* Used in combination w/ FXAA or TAA
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* Has the following parameters:
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* Enabled (bool)
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* Sharpening Strength (float 0..1 | default 0.6)
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* Denoise (bool)
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HDR: High Dynamic Range (https://docs.rs/bevy/0.13.2/bevy/prelude/struct.Camera.html#structfield.hdr)
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* Boolean on Camera component
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Bloom (https://docs.rs/bevy/0.13.2/bevy/core_pipeline/bloom/struct.BloomSettings.html)
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* Component added to camera to configure bloom effects
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* Requires HDR to be enabled
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* settings:
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* Intensity
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* Composite Mode: Additive or EnergyConserving
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* low_frequency_boost[_curvature]: Likelyhood light will scatter completely sideways
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* high_pass_frequency: 0..1 -> scatter angle 0..90
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* Bloom Prefilter:
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* Threshold: rgb values under this will not contribute to bloom
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* How much to blend between threshold and non-threshold values
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* 0..1 -> abrupt..fully soft
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* range 0..1, default 0.0
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Tonemapping (https://docs.rs/bevy/0.13.2/bevy/core_pipeline/tonemapping/enum.Tonemapping.html)
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* Component added to camera to configure color tonemapping
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* Enum of options with no further configuration
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Color Grading (https://docs.rs/bevy/0.13.2/bevy/render/view/struct.ColorGrading.html)
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* Component added to camera to control color grading
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* Settings:
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* Exposure offset measured in stops
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* Gamma applied before tonemapping
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* pre/post saturation: range 0..1, saturation before/after tonemapping
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Fog (https://docs.rs/bevy/0.13.2/bevy/pbr/struct.FogSettings.html)
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* Component added to camera
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* Settings:
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* Color of the Fog
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* Directional light of the fog
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* Directional light exponent
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* Fog Falloff
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* Linear, Exponential, ExponentialSquared, Atmospheric
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SSAO: Screen Space Ambient Occlusion (https://docs.rs/bevy/0.13.2/bevy/pbr/struct.ScreenSpaceAmbientOcclusionBundle.html)
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* Components put on camera to configure SSAO
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@ -1,24 +0,0 @@
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# Debugging animations not working?
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OK so seems like this:
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https://github.com/bevyengine/bevy/blob/22e39c4abf6e2fdf99ba0820b3c35db73be71347/crates/bevy_animation/src/lib.rs#L119C12-L122
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Printed as this:
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```
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paths: {
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EntityPath {
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parts: [
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"Queen",
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],
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}: 0,
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},
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```
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Means the only entity that this will play for is one called "Queen".
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Now there are a few hacks we can do.
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We can add the `Name("Queen")` to all of our entities but that's BS.
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They aren't Queens they are Pawns and Drones.
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So why does Bevy think the animation is only associated with Queen and not other entities?
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