Improve shader_material example documentation (#3601)

# Objective

While trying to learn how to use custom shaders, I had difficulty figuring out how to use a vertex shader. My confusion was mostly because all the other shader examples used a custom pipeline, but I didn't want a custom pipeline. After digging around I realised that I simply needed to add a function to the `impl Material` block. I also searched what was the default shader used, because it wasn't obvious to me where to find it.

## Solution

Added a few comments explaining what is going on in the example and a link to the default shader.
This commit is contained in:
Charles Giguere 2022-01-26 18:52:54 +00:00
parent ac63c491fb
commit 435fb7af4f

View file

@ -7,7 +7,9 @@ use bevy::{
render_asset::{PrepareAssetError, RenderAsset},
render_resource::{
std140::{AsStd140, Std140},
*,
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
BufferBindingType, BufferInitDescriptor, BufferSize, BufferUsages, ShaderStages,
},
renderer::RenderDevice,
},
@ -44,6 +46,7 @@ fn setup(
});
}
// This is the struct that will be passed to your shader
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
pub struct CustomMaterial {
@ -56,6 +59,7 @@ pub struct GpuCustomMaterial {
bind_group: BindGroup,
}
// The implementation of [`Material`] needs this impl to work properly.
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
@ -91,6 +95,16 @@ impl RenderAsset for CustomMaterial {
}
impl Material for CustomMaterial {
// When creating a custom material, you need to define either a vertex shader, a fragment shader or both.
// If you don't define one of them it will use the default mesh shader which can be found at
// <https://github.com/bevyengine/bevy/blob/latest/crates/bevy_pbr/src/render/mesh.wgsl>
// For this example we don't need a vertex shader
// fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
// // Use the same path as the fragment shader since wgsl let's you define both shader in the same file
// Some(asset_server.load("shaders/custom_material.wgsl"))
// }
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("shaders/custom_material.wgsl"))
}