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Add shader_material_2d example (#10542)
# Objective - 2d materials have subtle differences with 3d materials that aren't obvious to beginners ## Solution - Add an example that shows how to make a 2d material
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11
Cargo.toml
11
Cargo.toml
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@ -1767,6 +1767,17 @@ description = "A shader and a material that uses it"
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category = "Shaders"
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wasm = true
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[[example]]
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name = "shader_material_2d"
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path = "examples/shader/shader_material_2d.rs"
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doc-scrape-examples = true
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[package.metadata.example.shader_material_2d]
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name = "Material"
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description = "A shader and a material that uses it on a 2d mesh"
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category = "Shaders"
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wasm = true
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[[example]]
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name = "extended_material"
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path = "examples/shader/extended_material.rs"
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12
assets/shaders/custom_material_2d.wgsl
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12
assets/shaders/custom_material_2d.wgsl
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@ -0,0 +1,12 @@
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#import bevy_sprite::mesh2d_vertex_output::VertexOutput
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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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@group(1) @binding(0) var<uniform> material_color: vec4<f32>;
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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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@fragment
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fn fragment(mesh: VertexOutput) -> @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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}
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@ -295,6 +295,7 @@ Example | Description
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[Extended Material](../examples/shader/extended_material.rs) | A custom shader that builds on the standard material
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[Instancing](../examples/shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call
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[Material](../examples/shader/shader_material.rs) | A shader and a material that uses it
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[Material](../examples/shader/shader_material_2d.rs) | A shader and a material that uses it on a 2d mesh
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[Material - GLSL](../examples/shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language
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[Material - Screenspace Texture](../examples/shader/shader_material_screenspace_texture.rs) | A shader that samples a texture with view-independent UV coordinates
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[Material Prepass](../examples/shader/shader_prepass.rs) | A shader that uses the various textures generated by the prepass
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58
examples/shader/shader_material_2d.rs
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58
examples/shader/shader_material_2d.rs
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@ -0,0 +1,58 @@
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//! A shader and a material that uses it.
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use bevy::{
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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Material2dPlugin::<CustomMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.run();
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}
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// Setup a simple 2d scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// camera
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commands.spawn(Camera2dBundle::default());
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// quad
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
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transform: Transform::default().with_scale(Vec3::splat(128.)),
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material: materials.add(CustomMaterial {
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color: Color::BLUE,
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color_texture: Some(asset_server.load("branding/icon.png")),
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}),
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..default()
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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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}
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/// The Material2d 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 Material2d api docs for details!
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impl Material2d for CustomMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_material_2d.wgsl".into()
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}
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}
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