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use linear space and default intensity to 1.0 in EnvironmentMapLight::solid_color (#22588)
# Objective - solid_color returned envmap lights that looked black ## Solution - set intensity to 1.0 - also make sure to use proper color space (linear) ## Testing - tested in reflection_probe example Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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Lines changed: 5 additions & 4 deletions

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crates/bevy_light/src/probe.rs

Lines changed: 5 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
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use bevy_asset::{Assets, Handle, HandleTemplate, RenderAssetUsages};
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use bevy_camera::visibility::{self, ViewVisibility, Visibility, VisibilityClass};
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use bevy_color::{Color, ColorToComponents, Srgba};
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use bevy_color::{Color, ColorToComponents, LinearRgba};
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use bevy_ecs::prelude::*;
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use bevy_ecs::template::{FromTemplate, OptionTemplate};
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use bevy_image::Image;
@@ -160,6 +160,7 @@ impl EnvironmentMapLight {
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Self {
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diffuse_map: handle.clone(),
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specular_map: handle,
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intensity: 1.0,
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..Default::default()
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}
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}
@@ -169,9 +170,9 @@ impl EnvironmentMapLight {
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mid_color: Color,
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bottom_color: Color,
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) -> Image {
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let top_color: Srgba = top_color.into();
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let mid_color: Srgba = mid_color.into();
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let bottom_color: Srgba = bottom_color.into();
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let top_color: LinearRgba = top_color.into();
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let mid_color: LinearRgba = mid_color.into();
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let bottom_color: LinearRgba = bottom_color.into();
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Image {
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texture_view_descriptor: Some(TextureViewDescriptor {
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dimension: Some(TextureViewDimension::Cube),

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