From e99018b79fef4c8c0fd3e757a1833b4ccce79bda Mon Sep 17 00:00:00 2001 From: Christopher Biscardi Date: Mon, 13 Oct 2025 02:00:29 -0700 Subject: [PATCH 1/2] add note about hdr to custom post process. Note is added to two locations since most users will be looking at the camera when adding hdr components; not looking at the colortargetstate. --- examples/shader_advanced/custom_post_processing.rs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/examples/shader_advanced/custom_post_processing.rs b/examples/shader_advanced/custom_post_processing.rs index 806a84378535f..5877b03768fdd 100644 --- a/examples/shader_advanced/custom_post_processing.rs +++ b/examples/shader_advanced/custom_post_processing.rs @@ -12,6 +12,7 @@ use bevy::{ FullscreenShader, }, ecs::query::QueryItem, + pbr::MeshPipelineKey, prelude::*, render::{ extract_component::{ @@ -267,6 +268,7 @@ fn init_post_process_pipeline( shader, // Make sure this matches the entry point of your shader. // It can be anything as long as it matches here and in the shader. + // Use `format: ViewTarget::TEXTURE_FORMAT_HDR` for HDR cameras. targets: vec![Some(ColorTargetState { format: TextureFormat::bevy_default(), blend: None, @@ -299,6 +301,8 @@ fn setup( mut materials: ResMut>, ) { // camera + // Make sure you change the TextureFormat of the ColorTargetState + // if you enable Hdr directly or through features like Bloom. commands.spawn(( Camera3d::default(), Transform::from_translation(Vec3::new(0.0, 0.0, 5.0)).looking_at(Vec3::default(), Vec3::Y), From dfeb4935e0b903433131ab2d60988f99a0a32d38 Mon Sep 17 00:00:00 2001 From: Christopher Biscardi Date: Mon, 13 Oct 2025 07:26:55 -0700 Subject: [PATCH 2/2] remove unused import --- examples/shader_advanced/custom_post_processing.rs | 1 - 1 file changed, 1 deletion(-) diff --git a/examples/shader_advanced/custom_post_processing.rs b/examples/shader_advanced/custom_post_processing.rs index 5877b03768fdd..c559ae4cf2613 100644 --- a/examples/shader_advanced/custom_post_processing.rs +++ b/examples/shader_advanced/custom_post_processing.rs @@ -12,7 +12,6 @@ use bevy::{ FullscreenShader, }, ecs::query::QueryItem, - pbr::MeshPipelineKey, prelude::*, render::{ extract_component::{