use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(Msaa::default())
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, fade_transparency)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(6.0).into()),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.5,
subdivisions: 3,
})
.unwrap(),
),
material: materials.add(StandardMaterial {
base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
alpha_mode: AlphaMode::Mask(0.5),
..default()
}),
transform: Transform::from_xyz(1.0, 0.5, -1.5),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.5,
subdivisions: 3,
})
.unwrap(),
),
material: materials.add(StandardMaterial {
base_color: Color::rgba(0.2, 0.7, 0.1, 0.0),
alpha_mode: AlphaMode::Mask(0.5),
unlit: true,
..default()
}),
transform: Transform::from_xyz(-1.0, 0.5, -1.5),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgba(0.5, 0.5, 1.0, 0.0).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.5,
subdivisions: 3,
})
.unwrap(),
),
material: materials.add(Color::rgb(0.7, 0.2, 0.1).into()),
transform: Transform::from_xyz(0.0, 0.5, -1.5),
..default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
for (_, material) in materials.iter_mut() {
material.base_color.set_a(alpha);
}
}