bevy/examples/shader/shader_custom_material.rs

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use bevy::{
prelude::*,
render::{
mesh::shape,
pipeline::{DynamicBinding, PipelineDescriptor, PipelineSpecialization, RenderPipeline},
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
renderer::RenderResources,
shader::{ShaderStage, ShaderStages},
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},
type_registry::TypeUuid,
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};
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/// This example illustrates how to create a custom material asset and a shader that uses that material
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fn main() {
App::build()
.add_plugins(DefaultPlugins)
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.add_asset::<MyMaterial>()
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.add_startup_system(setup.system())
.run();
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}
#[derive(RenderResources, Default, TypeUuid)]
#[uuid = "1e08866c-0b8a-437e-8bce-37733b25127e"]
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struct MyMaterial {
pub color: Color,
}
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const VERTEX_SHADER: &str = r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}
"#;
const FRAGMENT_SHADER: &str = r#"
#version 450
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 1) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
}
"#;
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fn setup(
commands: &mut Commands,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<MyMaterial>>,
mut render_graph: ResMut<RenderGraph>,
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) {
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// Create a new shader pipeline
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
}));
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// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to our shader
render_graph.add_system_node(
"my_material",
AssetRenderResourcesNode::<MyMaterial>::new(true),
);
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// Add a Render Graph edge connecting our new "my_material" node to the main pass node. This ensures "my_material" runs before the main pass
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render_graph
.add_node_edge("my_material", base::node::MAIN_PASS)
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.unwrap();
// Create a new material
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let material = materials.add(MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0),
});
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// Setup our world
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commands
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// cube
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.spawn(MeshComponents {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
pipeline_handle,
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// NOTE: in the future you wont need to manually declare dynamic bindings
PipelineSpecialization {
dynamic_bindings: vec![
// Transform
DynamicBinding {
bind_group: 1,
binding: 0,
},
// MyMaterial_color
DynamicBinding {
bind_group: 1,
binding: 1,
},
],
..Default::default()
},
)]),
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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..Default::default()
})
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.with(material)
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// camera
.spawn(Camera3dComponents {
transform: Transform::from_translation(Vec3::new(3.0, 5.0, -8.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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});
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}