use bevy::{ prelude::*, reflect::TypeUuid, render::{ mesh::shape, pipeline::{PipelineDescriptor, RenderPipeline}, render_graph::{base, AssetRenderResourcesNode, RenderGraph}, renderer::RenderResources, shader::{asset_shader_defs_system, ShaderDefs, ShaderStage, ShaderStages}, }, }; /// This example illustrates how to create a custom material asset that uses "shader defs" and a /// shader that uses that material. In Bevy, "shader defs" are a way to selectively enable parts of /// a shader based on values set in a component or asset. fn main() { App::new() .add_plugins(DefaultPlugins) .add_asset::() .add_startup_system(setup) .add_system_to_stage( CoreStage::PostUpdate, asset_shader_defs_system::, ) .run(); } #[derive(RenderResources, ShaderDefs, Default, TypeUuid)] #[uuid = "620f651b-adbe-464b-b740-ba0e547282ba"] struct MyMaterial { pub color: Color, #[render_resources(ignore)] #[shader_def] pub always_blue: bool, } const VERTEX_SHADER: &str = r#" #version 450 layout(location = 0) in vec3 Vertex_Position; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Transform { mat4 Model; }; void main() { gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0); } "#; const FRAGMENT_SHADER: &str = r#" #version 450 layout(location = 0) out vec4 o_Target; layout(set = 2, binding = 0) uniform MyMaterial_color { vec4 color; }; void main() { o_Target = color; # ifdef MYMATERIAL_ALWAYS_BLUE o_Target = vec4(0.0, 0.0, 0.8, 1.0); # endif } "#; fn setup( mut commands: Commands, mut pipelines: ResMut>, mut shaders: ResMut>, mut meshes: ResMut>, mut materials: ResMut>, mut render_graph: ResMut, ) { // Create a new shader pipeline let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages { vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)), fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))), })); // Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to // our shader render_graph.add_system_node( "my_material", AssetRenderResourcesNode::::new(true), ); // Add a Render Graph edge connecting our new "my_material" node to the main pass node. This // ensures "my_material" runs before the main pass render_graph .add_node_edge("my_material", base::node::MAIN_PASS) .unwrap(); // Create a green material let green_material = materials.add(MyMaterial { color: Color::rgb(0.0, 0.8, 0.0), always_blue: false, }); // Create a blue material, which uses our "always_blue" shader def let blue_material = materials.add(MyMaterial { color: Color::rgb(0.0, 0.0, 0.0), always_blue: true, }); // Create a cube mesh which will use our materials let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 })); // cube commands .spawn_bundle(MeshBundle { mesh: cube_handle.clone(), render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new( pipeline_handle.clone(), )]), transform: Transform::from_xyz(-2.0, 0.0, 0.0), ..Default::default() }) .insert(green_material); // cube commands .spawn_bundle(MeshBundle { mesh: cube_handle, render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new( pipeline_handle, )]), transform: Transform::from_xyz(2.0, 0.0, 0.0), ..Default::default() }) .insert(blue_material); // camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); }