use bevy::{ prelude::*, reflect::TypeUuid, render::{ mesh::shape, pipeline::{PipelineDescriptor, RenderPipeline}, render_graph::{base, AssetRenderResourcesNode, RenderGraph}, renderer::RenderResources, shader::{ShaderStage, ShaderStages}, }, }; /// This example illustrates how to create a custom material asset and a shader that uses that /// material fn main() { App::new() .add_plugins(DefaultPlugins) .add_asset::() .add_startup_system(setup) .run(); } #[derive(RenderResources, Default, TypeUuid)] #[uuid = "1e08866c-0b8a-437e-8bce-37733b25127e"] struct MyMaterial { pub color: Color, } 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; } "#; 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 new material let material = materials.add(MyMaterial { color: Color::rgb(0.0, 0.8, 0.0), }); // cube commands .spawn_bundle(MeshBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })), render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new( pipeline_handle, )]), transform: Transform::from_xyz(0.0, 0.0, 0.0), ..Default::default() }) .insert(material); // camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); }