//! Demonstrates how lighting is affected by different radius of point lights. use bevy::prelude::*; fn main() { App::new() .insert_resource(AmbientLight { brightness: 60.0, ..default() }) .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y), )); // plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))), MeshMaterial3d(materials.add(StandardMaterial { base_color: Color::srgb(0.2, 0.2, 0.2), perceptual_roughness: 0.08, ..default() })), )); const COUNT: usize = 6; let position_range = -2.0..2.0; let radius_range = 0.0..0.4; let pos_len = position_range.end - position_range.start; let radius_len = radius_range.end - radius_range.start; let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64)); for i in 0..COUNT { let percent = i as f32 / COUNT as f32; let radius = radius_range.start + percent * radius_len; // sphere light commands .spawn(( Mesh3d(mesh.clone()), MeshMaterial3d(materials.add(StandardMaterial { base_color: Color::srgb(0.5, 0.5, 1.0), unlit: true, ..default() })), Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0) .with_scale(Vec3::splat(radius)), )) .with_child(PointLight { radius, color: Color::srgb(0.2, 0.2, 1.0), ..default() }); } }