NOT READY FOR PRODUCTION USE YET! Bevy Incandescent 💡 A 2d lighting crate for bevy. Currently wip. Future Goals SDF+RayMarching Approach Implementation PBR Lighting (Normal Mapping, Specular Mapping, and virtual height for lights) MSM Approach (PCSS -> VSSM -> MSM step by step) Edge Lighting Compatibility with camera rotation Rim Lights Volumetric Fog Volumetric Clouds Tyndall Effect Screen Space SSAO Support particle system bevy_hanabi Support tilemap system bevy_entitiles Feature Flags Flag Functionality debug Show some debug info like light ranges. catalinzz Render shadow using the approach from Catalin ZZ. compatibility Prefer compatibility to performance as this crate uses things that are not supported by every platform including textures with Rg32Float format. ray_marching Render shadow using SDF+Raymarching. Render Graph Special Thanks Lighting technique from Catalin ZZ's blog. SSAO, Volumetric Clouds and Fogs and Rim Lights are inspired by @bit琪露诺. Versions Bevy ver Incandescent ver 0.13.x 0.1.0-0.2.0