Improve shader_material example (#10547)

# Objective

- The current shader code is misleading since it makes it look like a
struct is passed to the bind group 0 but in reality only the color is
passed. They just happen to have the exact same memory layout so wgsl
doesn't complain and it works.
- The struct is defined after the `impl Material` block which is
backwards from pretty much every other usage of the `impl` block in
bevy.

## Solution

- Remove the unnecessary struct in the shader
- move the impl block
This commit is contained in:
IceSentry 2023-11-20 05:24:02 -05:00 committed by GitHub
parent 04ab9a0531
commit 83a358bf33
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 17 additions and 23 deletions

View file

@ -3,9 +3,7 @@ layout(location = 0) in vec2 v_Uv;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 0) uniform CustomMaterial {
vec4 Color;
};
layout(set = 1, binding = 0) uniform vec4 CustomMaterial_color;
layout(set = 1, binding = 1) uniform texture2D CustomMaterial_texture;
layout(set = 1, binding = 2) uniform sampler CustomMaterial_sampler;
@ -16,5 +14,5 @@ layout(set = 1, binding = 2) uniform sampler CustomMaterial_sampler;
void main() {
// o_Target = PbrFuncs::tone_mapping(Color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv));
o_Target = Color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv);
o_Target = CustomMaterial_color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv);
}

View file

@ -2,17 +2,13 @@
// we can import items from shader modules in the assets folder with a quoted path
#import "shaders/custom_material_import.wgsl"::COLOR_MULTIPLIER
struct CustomMaterial {
color: vec4<f32>,
};
@group(1) @binding(0) var<uniform> material: CustomMaterial;
@group(1) @binding(1) var base_color_texture: texture_2d<f32>;
@group(1) @binding(2) var base_color_sampler: sampler;
@group(1) @binding(0) var<uniform> material_color: vec4<f32>;
@group(1) @binding(1) var material_color_texture: texture_2d<f32>;
@group(1) @binding(2) var material_color_sampler: sampler;
@fragment
fn fragment(
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
return material.color * textureSample(base_color_texture, base_color_sampler, mesh.uv) * COLOR_MULTIPLIER;
return material_color * textureSample(material_color_texture, material_color_sampler, mesh.uv) * COLOR_MULTIPLIER;
}

View file

@ -39,6 +39,17 @@ fn setup(
});
}
// This struct defines the data that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
/// The Material 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 Material for CustomMaterial {
@ -50,14 +61,3 @@ impl Material for CustomMaterial {
self.alpha_mode
}
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}