2022-06-06 00:06:49 +00:00
|
|
|
//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
|
2022-08-16 20:28:31 +00:00
|
|
|
//! Here a chromatic aberration is applied to a 3d scene containing a rotating cube.
|
2022-06-06 00:06:49 +00:00
|
|
|
//! This example is useful to implement your own post-processing effect such as
|
|
|
|
//! edge detection, blur, pixelization, vignette... and countless others.
|
|
|
|
|
|
|
|
use bevy::{
|
|
|
|
core_pipeline::clear_color::ClearColorConfig,
|
|
|
|
prelude::*,
|
|
|
|
reflect::TypeUuid,
|
|
|
|
render::{
|
|
|
|
camera::{Camera, RenderTarget},
|
|
|
|
render_resource::{
|
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
|
|
|
AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
|
|
|
|
TextureUsages,
|
2022-06-06 00:06:49 +00:00
|
|
|
},
|
2022-08-07 20:26:13 +00:00
|
|
|
texture::BevyDefault,
|
2022-06-06 00:06:49 +00:00
|
|
|
view::RenderLayers,
|
|
|
|
},
|
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
|
|
|
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
|
2022-06-06 00:06:49 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
let mut app = App::new();
|
|
|
|
app.add_plugins(DefaultPlugins)
|
|
|
|
.add_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
|
|
|
|
.add_startup_system(setup)
|
|
|
|
.add_system(main_camera_cube_rotator_system);
|
|
|
|
|
|
|
|
app.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Marks the first camera cube (rendered to a texture.)
|
|
|
|
#[derive(Component)]
|
|
|
|
struct MainCube;
|
|
|
|
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut windows: ResMut<Windows>,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
|
|
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
|
|
mut images: ResMut<Assets<Image>>,
|
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
|
|
|
asset_server: Res<AssetServer>,
|
2022-06-06 00:06:49 +00:00
|
|
|
) {
|
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
|
|
|
asset_server.watch_for_changes().unwrap();
|
|
|
|
|
2022-06-06 00:06:49 +00:00
|
|
|
let window = windows.get_primary_mut().unwrap();
|
|
|
|
let size = Extent3d {
|
|
|
|
width: window.physical_width(),
|
|
|
|
height: window.physical_height(),
|
|
|
|
..default()
|
|
|
|
};
|
|
|
|
|
|
|
|
// This is the texture that will be rendered to.
|
|
|
|
let mut image = Image {
|
|
|
|
texture_descriptor: TextureDescriptor {
|
|
|
|
label: None,
|
|
|
|
size,
|
|
|
|
dimension: TextureDimension::D2,
|
2022-08-07 20:26:13 +00:00
|
|
|
format: TextureFormat::bevy_default(),
|
2022-06-06 00:06:49 +00:00
|
|
|
mip_level_count: 1,
|
|
|
|
sample_count: 1,
|
|
|
|
usage: TextureUsages::TEXTURE_BINDING
|
|
|
|
| TextureUsages::COPY_DST
|
|
|
|
| TextureUsages::RENDER_ATTACHMENT,
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
};
|
|
|
|
|
|
|
|
// fill image.data with zeroes
|
|
|
|
image.resize(size);
|
|
|
|
|
|
|
|
let image_handle = images.add(image);
|
|
|
|
|
|
|
|
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
|
|
|
|
let cube_material_handle = materials.add(StandardMaterial {
|
|
|
|
base_color: Color::rgb(0.8, 0.7, 0.6),
|
|
|
|
reflectance: 0.02,
|
|
|
|
unlit: false,
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// The cube that will be rendered to the texture.
|
|
|
|
commands
|
|
|
|
.spawn_bundle(PbrBundle {
|
|
|
|
mesh: cube_handle,
|
|
|
|
material: cube_material_handle,
|
|
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
|
|
|
|
..default()
|
|
|
|
})
|
|
|
|
.insert(MainCube);
|
|
|
|
|
|
|
|
// Light
|
|
|
|
// NOTE: Currently lights are ignoring render layers - see https://github.com/bevyengine/bevy/issues/3462
|
|
|
|
commands.spawn_bundle(PointLightBundle {
|
|
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Main camera, first to render
|
|
|
|
commands.spawn_bundle(Camera3dBundle {
|
|
|
|
camera_3d: Camera3d {
|
|
|
|
clear_color: ClearColorConfig::Custom(Color::WHITE),
|
2022-06-07 22:22:10 +00:00
|
|
|
..default()
|
2022-06-06 00:06:49 +00:00
|
|
|
},
|
|
|
|
camera: Camera {
|
|
|
|
target: RenderTarget::Image(image_handle.clone()),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
|
|
|
|
.looking_at(Vec3::default(), Vec3::Y),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
|
|
|
|
let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
|
|
|
|
|
|
|
|
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
|
|
|
|
size.width as f32,
|
|
|
|
size.height as f32,
|
|
|
|
))));
|
|
|
|
|
|
|
|
// This material has the texture that has been rendered.
|
|
|
|
let material_handle = post_processing_materials.add(PostProcessingMaterial {
|
|
|
|
source_image: image_handle,
|
|
|
|
});
|
|
|
|
|
|
|
|
// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
|
|
|
|
commands
|
|
|
|
.spawn_bundle(MaterialMesh2dBundle {
|
|
|
|
mesh: quad_handle.into(),
|
|
|
|
material: material_handle,
|
|
|
|
transform: Transform {
|
|
|
|
translation: Vec3::new(0.0, 0.0, 1.5),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
})
|
|
|
|
.insert(post_processing_pass_layer);
|
|
|
|
|
|
|
|
// The post-processing pass camera.
|
|
|
|
commands
|
|
|
|
.spawn_bundle(Camera2dBundle {
|
|
|
|
camera: Camera {
|
|
|
|
// renders after the first main camera which has default value: 0.
|
|
|
|
priority: 1,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..Camera2dBundle::default()
|
|
|
|
})
|
|
|
|
.insert(post_processing_pass_layer);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Rotates the cube rendered by the main camera
|
|
|
|
fn main_camera_cube_rotator_system(
|
|
|
|
time: Res<Time>,
|
|
|
|
mut query: Query<&mut Transform, With<MainCube>>,
|
|
|
|
) {
|
2022-07-11 15:28:50 +00:00
|
|
|
for mut transform in &mut query {
|
2022-07-01 03:58:54 +00:00
|
|
|
transform.rotate_x(0.55 * time.delta_seconds());
|
|
|
|
transform.rotate_z(0.15 * time.delta_seconds());
|
2022-06-06 00:06:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Region below declares of the custom material handling post processing effect
|
|
|
|
|
|
|
|
/// Our custom post processing material
|
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
|
|
|
#[derive(AsBindGroup, TypeUuid, Clone)]
|
2022-06-06 00:06:49 +00:00
|
|
|
#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
|
|
|
|
struct PostProcessingMaterial {
|
|
|
|
/// In this example, this image will be the result of the main camera.
|
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
|
|
|
#[texture(0)]
|
|
|
|
#[sampler(1)]
|
2022-06-06 00:06:49 +00:00
|
|
|
source_image: Handle<Image>,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Material2d for PostProcessingMaterial {
|
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
|
|
|
fn fragment_shader() -> ShaderRef {
|
|
|
|
"shaders/custom_material_chromatic_aberration.wgsl".into()
|
2022-06-06 00:06:49 +00:00
|
|
|
}
|
|
|
|
}
|