//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one. //! Here a chromatic aberration is applied to a 3d scene containing a rotating cube. //! This example is useful to implement your own post-processing effect such as //! edge detection, blur, pixelization, vignette... and countless others. use bevy::{ core_pipeline::clear_color::ClearColorConfig, prelude::*, reflect::TypeUuid, render::{ camera::RenderTarget, render_resource::{ AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, }, texture::BevyDefault, view::RenderLayers, }, sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle}, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(Material2dPlugin::::default()) .add_startup_system(setup) .add_system(main_camera_cube_rotator_system) .run(); } /// Marks the first camera cube (rendered to a texture.) #[derive(Component)] struct MainCube; fn setup( mut commands: Commands, windows: Query<&Window>, mut meshes: ResMut>, mut post_processing_materials: ResMut>, mut materials: ResMut>, mut images: ResMut>, ) { // This assumes we only have a single window let window = windows.single(); let size = Extent3d { width: window.resolution.physical_width(), height: window.resolution.physical_height(), ..default() }; // This is the texture that will be rendered to. let mut image = Image { texture_descriptor: TextureDescriptor { label: None, size, dimension: TextureDimension::D2, format: TextureFormat::bevy_default(), mip_level_count: 1, sample_count: 1, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT, }, ..default() }; // fill image.data with zeroes image.resize(size); let image_handle = images.add(image); let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 })); let cube_material_handle = materials.add(StandardMaterial { base_color: Color::rgb(0.8, 0.7, 0.6), reflectance: 0.02, unlit: false, ..default() }); // The cube that will be rendered to the texture. commands.spawn(( PbrBundle { mesh: cube_handle, material: cube_material_handle, transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)), ..default() }, MainCube, )); // Light // NOTE: Currently lights are ignoring render layers - see https://github.com/bevyengine/bevy/issues/3462 commands.spawn(PointLightBundle { transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)), ..default() }); // Main camera, first to render commands.spawn(( Camera3dBundle { camera_3d: Camera3d { clear_color: ClearColorConfig::Custom(Color::WHITE), ..default() }, camera: Camera { target: RenderTarget::Image(image_handle.clone()), ..default() }, transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)) .looking_at(Vec3::default(), Vec3::Y), ..default() }, // Disable UI rendering for the first pass camera. This prevents double rendering of UI at // the cost of rendering the UI without any post processing effects. UiCameraConfig { show_ui: false }, )); // This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad. let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8); let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new( size.width as f32, size.height as f32, )))); // This material has the texture that has been rendered. let material_handle = post_processing_materials.add(PostProcessingMaterial { source_image: image_handle, }); // Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader. commands.spawn(( MaterialMesh2dBundle { mesh: quad_handle.into(), material: material_handle, transform: Transform { translation: Vec3::new(0.0, 0.0, 1.5), ..default() }, ..default() }, post_processing_pass_layer, )); // The post-processing pass camera. commands.spawn(( Camera2dBundle { camera: Camera { // renders after the first main camera which has default value: 0. order: 1, ..default() }, ..Camera2dBundle::default() }, post_processing_pass_layer, )); } /// Rotates the cube rendered by the main camera fn main_camera_cube_rotator_system( time: Res