Release/0.7 - #19
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AI: Add light penetration effect through occluders Calculate light penetration through obstacles with distance-based attenuation, providing a more realistic lighting effect where light gradually diminishes through solid objects. Includes ambient light and edge highlighting improvements.
The changes include adding lighting configuration uniforms, improving penetration effects, and adjusting edge intensity calculations in the lighting shaders.
Samples points radially within occluders to achieve soft lighting penetration effects with configurable falloff and intensity.
The changes introduce performance optimizations including downsampling the light map resolution and removing the blur pass. They also add an FPS counter overlay and adjust shader settings for better performance. Key changes: - Add FPS overlay for performance monitoring - Remove blur pass and related code - Introduce downsampling for light map textures - Optimize raymarching settings - Update shader code for downsampling - Fix usage of get_single() vs single() methods - Adjust camera transforms and UV coordinates - Clean up shader code and variable naming - Add voronoi camera integration This commit focuses on improving rendering performance while maintaining visual quality.
Light penetration
- Bevy 0.16 upgrade - Add light penetration support - Add light map downsampling - Remove blur settings
This combines the point light count and data into a single struct/buffer for better ergonomics and alignment with modern shader expectations.
The workflow now uses GitHub Actions' built-in Rust toolchain actions and removes redundant cache configuration. Also removes X11 from Cargo dependencies since it's not required.
Add timeout limits, switch to newer
This changes the texture size ratio setting from a "down_sample" divisor to a "scale" multiplier, and updates all related code to accommodate this change.
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0.7.0
Features