2023-10-17 21:28:08 +00:00
|
|
|
//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
|
|
|
|
|
|
|
|
use bevy::{
|
|
|
|
pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
|
|
|
|
prelude::*,
|
|
|
|
render::render_resource::*,
|
|
|
|
};
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins)
|
|
|
|
.add_plugins(MaterialPlugin::<
|
|
|
|
ExtendedMaterial<StandardMaterial, MyExtension>,
|
|
|
|
>::default())
|
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.add_systems(Update, rotate_things)
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
|
|
|
|
) {
|
|
|
|
// sphere
|
|
|
|
commands.spawn(MaterialMeshBundle {
|
|
|
|
mesh: meshes.add(
|
|
|
|
Mesh::try_from(shape::Icosphere {
|
|
|
|
radius: 1.0,
|
|
|
|
subdivisions: 5,
|
|
|
|
})
|
|
|
|
.unwrap(),
|
|
|
|
),
|
|
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
|
|
material: materials.add(ExtendedMaterial {
|
|
|
|
base: StandardMaterial {
|
|
|
|
base_color: Color::RED,
|
|
|
|
// can be used in forward or deferred mode.
|
|
|
|
opaque_render_method: OpaqueRendererMethod::Auto,
|
|
|
|
// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
|
|
|
|
// in forward mode, the output can also be modified after lighting is applied.
|
|
|
|
// see the fragment shader `extended_material.wgsl` for more info.
|
|
|
|
// Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
|
|
|
|
// change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
extension: MyExtension { quantize_steps: 3 },
|
|
|
|
}),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// light
|
|
|
|
commands.spawn((PointLightBundle::default(), Rotate));
|
|
|
|
|
|
|
|
// camera
|
|
|
|
commands.spawn(Camera3dBundle {
|
|
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct Rotate;
|
|
|
|
|
|
|
|
fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
|
|
|
|
for mut t in q.iter_mut() {
|
|
|
|
t.translation = Vec3::new(
|
|
|
|
time.elapsed_seconds().sin(),
|
|
|
|
0.5,
|
|
|
|
time.elapsed_seconds().cos(),
|
|
|
|
) * 4.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-11-15 12:48:36 +00:00
|
|
|
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
|
2023-10-17 21:28:08 +00:00
|
|
|
struct MyExtension {
|
|
|
|
// We need to ensure that the bindings of the base material and the extension do not conflict,
|
|
|
|
// so we start from binding slot 100, leaving slots 0-99 for the base material.
|
|
|
|
#[uniform(100)]
|
|
|
|
quantize_steps: u32,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl MaterialExtension for MyExtension {
|
|
|
|
fn fragment_shader() -> ShaderRef {
|
|
|
|
"shaders/extended_material.wgsl".into()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn deferred_fragment_shader() -> ShaderRef {
|
|
|
|
"shaders/extended_material.wgsl".into()
|
|
|
|
}
|
|
|
|
}
|