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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
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04ab9a0531
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3 changed files with 17 additions and 23 deletions
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@ -3,9 +3,7 @@ layout(location = 0) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Target;
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layout(set = 1, binding = 0) uniform CustomMaterial {
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vec4 Color;
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};
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layout(set = 1, binding = 0) uniform vec4 CustomMaterial_color;
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layout(set = 1, binding = 1) uniform texture2D CustomMaterial_texture;
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layout(set = 1, binding = 2) uniform sampler CustomMaterial_sampler;
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@ -16,5 +14,5 @@ layout(set = 1, binding = 2) uniform sampler CustomMaterial_sampler;
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void main() {
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// o_Target = PbrFuncs::tone_mapping(Color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv));
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o_Target = Color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv);
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o_Target = CustomMaterial_color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv);
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}
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@ -2,17 +2,13 @@
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// we can import items from shader modules in the assets folder with a quoted path
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#import "shaders/custom_material_import.wgsl"::COLOR_MULTIPLIER
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struct CustomMaterial {
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color: vec4<f32>,
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};
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@group(1) @binding(0) var<uniform> material: CustomMaterial;
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@group(1) @binding(1) var base_color_texture: texture_2d<f32>;
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@group(1) @binding(2) var base_color_sampler: sampler;
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@group(1) @binding(0) var<uniform> material_color: vec4<f32>;
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@group(1) @binding(1) var material_color_texture: texture_2d<f32>;
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@group(1) @binding(2) var material_color_sampler: sampler;
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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return material.color * textureSample(base_color_texture, base_color_sampler, mesh.uv) * COLOR_MULTIPLIER;
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return material_color * textureSample(material_color_texture, material_color_sampler, mesh.uv) * COLOR_MULTIPLIER;
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}
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@ -39,6 +39,17 @@ fn setup(
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});
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}
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// This struct defines the data that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct CustomMaterial {
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#[uniform(0)]
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color: Color,
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#[texture(1)]
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#[sampler(2)]
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color_texture: Option<Handle<Image>>,
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alpha_mode: AlphaMode,
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}
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/// The Material trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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impl Material for CustomMaterial {
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@ -50,14 +61,3 @@ impl Material for CustomMaterial {
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self.alpha_mode
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}
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct CustomMaterial {
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#[uniform(0)]
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color: Color,
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#[texture(1)]
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#[sampler(2)]
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color_texture: Option<Handle<Image>>,
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alpha_mode: AlphaMode,
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}
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