bevyengine / bevyengine/bevy-website
Render Book Chapter Tracking Issue
- Dominant language
- JavaScript
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- Forks
- 450
- Avg merge
- 16h 20m
- Merged PRs (30d)
- 6
Description
Bevy's renderer is a capable and powerful tool, yet it remains a mysterious and complex tool unless you have some pre-existing knowledge of how graphics pipelines and the rendering process works. We'd like to change that by creating a series of documents outlining the high, medium, and low level features that the Bevy renderer provides. This issue exists to track, plan, and organize the wide array of features and workflows that users will need to at least skim in order to effectively and efficiently use Bevy's renderer.
Previous Work:
- #2195
- #1080
- #362
Chapter Structure:
- _index.md (#2464)
- Bevy's Rendering Architecture (#2469)
- Overview
- WGPU/WebGPU
- Pipelined Rendering (#2469)
- Render Steps/Phases
- Cameras (#2545)
- Camera driven rendering
- Worldspace UI Pattern
- Camera Projections
- Render Layers
- Images / Textures (Page)
- Color (Page)
- How Color System Works
- Tonemapping
- Color Grading
- Blending Colors
- Meshes (Page)
- Materials (Page)
- PBR
- Bevy's `StandardMaterial`
- `ExtendedMaterial`
- Lighting (Page)
- Different Lighting Types
- When to use what light type.
- Importing from Blender, etc.
- Exposure / Auto-exposure
- Solari / Real-Time Lighting (Page)
- Virtual FX (Page)
- Motion Blur
- Bloom
- Depth of Field
- Atmospherics (Page)
- Fog
- Volumetrics
- Anti-aliasing (Page)
- Tilemaps (Page)
- Decals (Page)
- Not Rendering (Page)
- Automatic Instancing
- Culling
- Other default optimizations
- Shaders (Page)
- WGSL / WESL
- Why not use Rust?
- Shader Types
- Fragment / Vertex / etc.
- Low Level (Page)
- RenderWorld
- Replacing Bevy's Renderer (Page)
Related Pages (Not in Render Chapter)
- Performance (Page in Releasing Projects Chapter)
- Render Debugging (Page in Development Practices Chapter)
Contributor guide
Assessment
This issue has not been assessed yet.