# Bevy Incandescent 💡 A 2d lighting crate for bevy. Currently wip. ![](https://raw.githubusercontent.com/443eb9/bevy_incandescent/master/doc/imgs/readme_showcase.png) ## Future Goals - PBR Lighting (Normal Mapping, Specular Mapping, and virtual height for lights) - MSM Approach (PCSS -> VSSM -> MSM step by step) - SDF+RayMarching Approach Implementation - Edge Lighting - Compatibility with camera rotation - Rim Lights - Volumetric Fog - Volumetric Clouds - Tyndall Effect - Screen Space SSAO - Support particle system [`bevy_hanabi`](https://github.com/djeedai/bevy_hanabi) - Support tilemap system [`bevy_entitiles`](https://github.com/443eb9/bevy_entitiles) ## Feature Flags | Flag | Functionality | | --------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | `debug` | Show some debug info like light ranges. | | `compatibility` | Prefer compatibility to performance as this crate uses things that are not supported by every platform including textures with `Rg32Float` format. | ## Render Graph ![](https://raw.githubusercontent.com/443eb9/bevy_incandescent/master/doc/imgs/render_graph.png) ## Special Thanks - Lighting technique from [Catalin ZZ's blog](https://web.archive.org/web/20200305042232/https://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/). - SSAO, Volumetric Clouds and Fogs and Rim Lights are inspired by [@bit琪露诺](https://space.bilibili.com/84362619). ## Versions | Bevy ver | Incandescent ver | | -------- | ---------------- | | 0.13.x | 0.1.0 |