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Add setting to enable/disable shadows to MaterialPlugin (#12538)
# Objective - Not all materials need shadow, but a queue_shadows system is always added to the `Render` schedule and executed ## Solution - Make a setting for shadows, it defaults to true ## Changelog - Added `shadows_enabled` setting to `MaterialPlugin` ## Migration Guide - `MaterialPlugin` now has a `shadows_enabled` setting, if you didn't spawn the plugin using `::default()` or `..default()`, you'll need to set it. `shadows_enabled: true` is the same behavior as the previous version, and also the default value.
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1 changed files with 16 additions and 5 deletions
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@ -193,6 +193,8 @@ pub struct MaterialPlugin<M: Material> {
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/// When it is enabled, it will automatically add the [`PrepassPlugin`]
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/// required to make the prepass work on this Material.
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pub prepass_enabled: bool,
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/// Controls if shadows are enabled for the Material.
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pub shadows_enabled: bool,
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pub _marker: PhantomData<M>,
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}
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@ -200,6 +202,7 @@ impl<M: Material> Default for MaterialPlugin<M> {
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fn default() -> Self {
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Self {
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prepass_enabled: true,
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shadows_enabled: true,
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_marker: Default::default(),
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}
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}
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@ -231,18 +234,26 @@ where
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prepare_materials::<M>
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.in_set(RenderSet::PrepareAssets)
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.after(prepare_assets::<Image>),
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queue_shadows::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_materials::<M>),
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queue_material_meshes::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_materials::<M>),
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),
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);
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if self.shadows_enabled {
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render_app.add_systems(
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Render,
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(queue_shadows::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_materials::<M>),),
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);
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}
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}
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if self.shadows_enabled || self.prepass_enabled {
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// PrepassPipelinePlugin is required for shadow mapping and the optional PrepassPlugin
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app.add_plugins(PrepassPipelinePlugin::<M>::default());
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}
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if self.prepass_enabled {
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app.add_plugins(PrepassPlugin::<M>::default());
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