This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
## Shader Imports
This adds "whole file" shader imports. These come in two flavors:
### Asset Path Imports
```rust
// /assets/shaders/custom.wgsl
#import "shaders/custom_material.wgsl"
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return get_color();
}
```
```rust
// /assets/shaders/custom_material.wgsl
[[block]]
struct CustomMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```
### Custom Path Imports
Enables defining custom import paths. These are intended to be used by crates to export shader functionality:
```rust
// bevy_pbr2/src/render/pbr.wgsl
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group
[[block]]
struct StandardMaterial {
base_color: vec4<f32>;
emissive: vec4<f32>;
perceptual_roughness: f32;
metallic: f32;
reflectance: f32;
flags: u32;
};
/* rest of PBR fragment shader here */
```
```rust
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
shaders.set_untracked(
MESH_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_bind_group"),
);
shaders.set_untracked(
MESH_VIEW_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_view_bind_group"),
);
```
By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.
Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.
## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin
This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.
## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache
This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.
## RenderCommands are now fallible
This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet".
# Next Steps
* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.
Fixes#3132