use bevy::{ core_pipeline::{bloom::BloomSettings, tonemapping::Tonemapping}, prelude::*, }; use bgel::{GLTFExtender, SpawnAsset}; fn main() { App::new() .add_systems(Startup, setup) .add_plugins((DefaultPlugins, GLTFExtender)) .run(); } fn setup(mut commands: Commands, assets: Res) { commands.spawn(( Camera3dBundle { camera: Camera { hdr: true, ..default() }, tonemapping: Tonemapping::TonyMcMapface, transform: Transform::from_xyz(5.0, 5.0, 1.0) .looking_at(Vec3::new(0.3, 0.0, 0.0), Vec3::Y), ..default() }, BloomSettings::NATURAL, )); commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { shadows_enabled: true, ..default() }, ..default() }); let my_gltf = assets.load("material_test.glb"); commands.spawn(SpawnAsset { handle: my_gltf }); commands.spawn(SceneBundle { scene: assets.load("material_test.glb#Scene0"), transform: Transform::from_scale(Vec3::splat(0.1)), ..Default::default() }); }