//! A shader that reads a mesh's custom vertex attribute. use bevy::{ pbr::{MaterialPipeline, MaterialPipelineKey}, prelude::*, reflect::TypePath, render::{ mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef}, render_resource::{ AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError, VertexFormat, }, }, }; /// This example uses a shader source file from the assets subdirectory const SHADER_ASSET_PATH: &str = "shaders/custom_vertex_attribute.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::::default())) .add_systems(Startup, setup) .run(); } // A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes. // See the MeshVertexAttribute docs for more info. const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute = MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4); /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let mesh = Mesh::from(Cuboid::default()) // Sets the custom attribute .with_inserted_attribute( ATTRIBUTE_BLEND_COLOR, // The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each vec![[1.0, 0.0, 0.0, 1.0]; 24], ); // cube commands.spawn(MaterialMeshBundle { mesh: meshes.add(mesh), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: materials.add(CustomMaterial { color: LinearRgba::WHITE, }), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } // This is the struct that will be passed to your shader #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] struct CustomMaterial { #[uniform(0)] color: LinearRgba, } impl Material for CustomMaterial { fn vertex_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } fn fragment_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } fn specialize( _pipeline: &MaterialPipeline, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayoutRef, _key: MaterialPipelineKey, ) -> Result<(), SpecializedMeshPipelineError> { let vertex_layout = layout.0.get_layout(&[ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), ATTRIBUTE_BLEND_COLOR.at_shader_location(1), ])?; descriptor.vertex.buffers = vec![vertex_layout]; Ok(()) } }