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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...

Комментарии • 7

  • @synthbrain3173
    @synthbrain3173 Год назад +3

    Many thanks for your great work

  • @Bubatu7
    @Bubatu7 Год назад

    Using the normal vector for sampling the noise is pretty clever!

  • @gakman
    @gakman Год назад

    Amazing, thanks.

  • @stevenlandow7372
    @stevenlandow7372 Год назад +1

    Nice!

  • @JeffHanke
    @JeffHanke Год назад +1

    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?

    • @chrisbiscardi
      @chrisbiscardi  Год назад

      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.

    • @DiThi
      @DiThi Год назад

      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.