docs(bevy_gltf_components): added barebones info about lights & shadows handling
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@ -104,6 +104,16 @@ Typically , the order of systems should be
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***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***replace_proxies***
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***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***replace_proxies***
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## Additional features
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- 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:
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* **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
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behaviour in Bevy
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* **BlenderBackgroundShader** aka background color is also automatically set on the Bevy side
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* **BlenderShadowSettings** sets the cascade_size on the bevy side to match the one configured in Blender
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If these components are present in your gltf file, they will be handled automatically by this crate, will be ignored otherwise.
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## Examples
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## Examples
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic
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