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Using the Depth Prepass in Bevy 0.10
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- Опубликовано: 27 мар 2023
- Using the Depth prepass buffer, the fresnel effect to create a shield for ferris in Bevy 0.10.
* Bevy 0.10 release notes on Depth/Normal prepass - bevyengine.org...
* Shader Prepass example: github.com/bev...
* Depth Precision Visualized: developer.nvid...
Many thanks for your great work
Using the normal vector for sampling the noise is pretty clever!
Amazing, thanks.
Nice!
With your current shader, does the shield fade if your view is more parallel to the ground? Also, if Ferris gets close to the shield, does it show up in the shield as well?
If ferris intersected with the shield it would cause a border in the shield yes. Im not sure what you mean by the shield fading, so im going to say no.
It's calculating the distance from the sphere to the rest of the scene in the view axis, so my guess is that yes, the more steep the wall angle is (relative to the camera) the smaller the halo is, and the more perpendicular you view the wall, the bigger it is. If the sphere is near the side of the wall you would probably see that section being cut off by the floor because it's further away.