Added density texture support for volumetric point and spotlights (#24270)
# Objective
Currently density textures are only supported for directional lights,
this PR adds the density texture sampling to the spot / point light pass
as well.
## Solution
Sample density texture for the point / spotlight volumetric pass.
## Testing
Added a pointlight to the `fog_volumes.rs` example
```
use bevy::{
color::palettes::css::RED,
camera::Hdr,
light::{FogVolume, VolumetricFog, VolumetricLight},
math::vec3,
prelude::*,
};
/// Entry point.
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Fog Volumes Example".into(),
..default()
}),
..default()
}))
.insert_resource(GlobalAmbientLight::NONE)
.add_systems(Startup, setup)
.add_systems(Update, rotate_camera)
.run();
}
/// Spawns all the objects in the scene.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Spawn a fog volume with a voxelized version of the Stanford bunny.
commands.spawn((
Transform::from_xyz(0.0, 0.5, 0.0),
FogVolume {
density_texture: Some(asset_server.load("volumes/bunny.ktx2")),
density_factor: 1.0,
// Scatter as much of the light as possible, to brighten the bunny
// up.
scattering: 1.0,
..default()
},
));
// Spawn a bright directional light that illuminates the fog well.
commands.spawn((
Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y),
DirectionalLight {
shadow_maps_enabled: true,
illuminance: 32000.0,
..default()
},
// Make sure to add this for the light to interact with the fog.
VolumetricLight,
));
commands.spawn((
Transform::from_xyz(0.0, 0.0, 0.0),
PointLight {
shadow_maps_enabled: true,
range: 150.0,
color: RED.into(),
intensity: 5_000.0,
..default()
},
VolumetricLight,
));
// Spawn a camera.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
Hdr,
VolumetricFog {
// Make this relatively high in order to increase the fog quality.
step_count: 64,
// Disable ambient light.
ambient_intensity: 0.0,
..default()
},
));
}
/// Rotates the camera a bit every frame.
fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
for mut camera_transform in cameras.iter_mut() {
*camera_transform =
Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation)
.looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y);
}
}
```
---
## Showcase
Before:
<img width="1891" height="2085" alt="screenshot-2026-05-12_22-55-45"
src="https://github.com/user-attachments/assets/9e408d5b-d700-47a7-93b2-c51e0b80ee8d"
/>
After:
<img width="1891" height="2085" alt="screenshot-2026-05-12_23-00-53"
src="https://github.com/user-attachments/assets/54d3a389-e9b9-4228-92fd-5710d1bdafbd"
/> J
Jeroen committed
c09232470291dca2f19643a42c3e10c0ebeeaef3
Parent: 4632350
Committed by GitHub <noreply@github.com>
on 5/21/2026, 8:10:34 AM