Lighting / post-processing, pixel camera
Bevy's post-processing example shows how to insert additional passes into the render graph.
We want to write lighting behavior that takes effect after the low-res pixel camera is rendered.
TODO: figure out how to represent light entities and pass them to the shader. See how PointLight
is sent to bevy's 3d shaders.
-
Render lighting in a simple radius around each light -
Add a normal pass to render the normal texture of each tile -
Adjust lighting to consider the effect of the surrounding normals
Edited by James Fenn