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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IceSentry 2023-11-13 21:18:25 -05:00 committed by GitHub
parent 74c97332a6
commit b1aa74d511
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4 changed files with 82 additions and 0 deletions

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@ -1767,6 +1767,17 @@ description = "A shader and a material that uses it"
category = "Shaders"
wasm = true
[[example]]
name = "shader_material_2d"
path = "examples/shader/shader_material_2d.rs"
doc-scrape-examples = true
[package.metadata.example.shader_material_2d]
name = "Material"
description = "A shader and a material that uses it on a 2d mesh"
category = "Shaders"
wasm = true
[[example]]
name = "extended_material"
path = "examples/shader/extended_material.rs"

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@ -0,0 +1,12 @@
#import bevy_sprite::mesh2d_vertex_output::VertexOutput
// we can import items from shader modules in the assets folder with a quoted path
#import "shaders/custom_material_import.wgsl"::COLOR_MULTIPLIER
@group(1) @binding(0) var<uniform> material_color: vec4<f32>;
@group(1) @binding(1) var base_color_texture: texture_2d<f32>;
@group(1) @binding(2) var base_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;
}

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@ -295,6 +295,7 @@ Example | Description
[Extended Material](../examples/shader/extended_material.rs) | A custom shader that builds on the standard material
[Instancing](../examples/shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call
[Material](../examples/shader/shader_material.rs) | A shader and a material that uses it
[Material](../examples/shader/shader_material_2d.rs) | A shader and a material that uses it on a 2d mesh
[Material - GLSL](../examples/shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language
[Material - Screenspace Texture](../examples/shader/shader_material_screenspace_texture.rs) | A shader that samples a texture with view-independent UV coordinates
[Material Prepass](../examples/shader/shader_prepass.rs) | A shader that uses the various textures generated by the prepass

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@ -0,0 +1,58 @@
//! A shader and a material that uses it.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
Material2dPlugin::<CustomMaterial>::default(),
))
.add_systems(Startup, setup)
.run();
}
// Setup a simple 2d scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn(Camera2dBundle::default());
// quad
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(CustomMaterial {
color: Color::BLUE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
..default()
});
}
// 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>>,
}
/// 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 Material2d api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material_2d.wgsl".into()
}
}