From 6514ceff635ee408f426aba5efaaa51ac85da569 Mon Sep 17 00:00:00 2001 From: "kaosat.dev" Date: Mon, 4 Mar 2024 21:55:39 +0100 Subject: [PATCH] docs(bevy_gltf_components): added barebones info about lights & shadows handling --- crates/bevy_gltf_components/README.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/crates/bevy_gltf_components/README.md b/crates/bevy_gltf_components/README.md index a5308d5..fa5289b 100644 --- a/crates/bevy_gltf_components/README.md +++ b/crates/bevy_gltf_components/README.md @@ -104,6 +104,16 @@ Typically , the order of systems should be ***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***replace_proxies*** +## Additional features + +- as of version 0.5 , this crate also includes automatic handling of lights in gltf files, to attempt to match Blender's eevee rendering as close as possible: + * **BlenderLightShadows** (automatically generated by the gltf_auto_export Blender add-on) allows you to toggle light's shadows on/off in Blender and have matching + behaviour in Bevy + * **BlenderBackgroundShader** aka background color is also automatically set on the Bevy side + * **BlenderShadowSettings** sets the cascade_size on the bevy side to match the one configured in Blender + + If these components are present in your gltf file, they will be handled automatically by this crate, will be ignored otherwise. + ## Examples https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic