//! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material. use bevy::{ prelude::*, reflect::TypePath, render::render_resource::{AsBindGroup, ShaderRef}, }; use bevy_render::storage::ShaderStorageBuffer; const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::::default())) .add_systems(Startup, setup) .add_systems(Update, update) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut buffers: ResMut>, mut materials: ResMut>, ) { // Example data for the storage buffer let color_data: Vec<[f32; 4]> = vec![ [1.0, 0.0, 0.0, 1.0], [0.0, 1.0, 0.0, 1.0], [0.0, 0.0, 1.0, 1.0], [1.0, 1.0, 0.0, 1.0], [0.0, 1.0, 1.0, 1.0], ]; let colors = buffers.add(ShaderStorageBuffer::from(color_data)); // Create the custom material with the storage buffer let custom_material = CustomMaterial { colors }; let material_handle = materials.add(custom_material); commands.insert_resource(CustomMaterialHandle(material_handle.clone())); // Spawn cubes with the custom material for i in -6..=6 { for j in -3..=3 { commands.spawn(MaterialMeshBundle { mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.3))), material: material_handle.clone(), transform: Transform::from_xyz(i as f32, j as f32, 0.0), ..default() }); } } // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } // Update the material color by time fn update( time: Res