//! A shader and a material that uses it. use bevy::{ prelude::*, reflect::TypePath, render::render_resource::{AsBindGroup, ShaderRef}, }; /// This example uses a shader source file from the assets subdirectory const SHADER_ASSET_PATH: &str = "shaders/custom_material.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default())) .add_systems(Startup, setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>, ) { // cube commands.spawn(( Mesh3d(meshes.add(Cuboid::default())), MeshMaterial3d(materials.add(CustomMaterial { color: LinearRgba::BLUE, color_texture: Some(asset_server.load("branding/icon.png")), alpha_mode: AlphaMode::Blend, })), Transform::from_xyz(0.0, 0.5, 0.0), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), )); } // This struct defines the data that will be passed to your shader #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] struct CustomMaterial { #[uniform(0)] color: LinearRgba, #[texture(1)] #[sampler(2)] color_texture: Option<Handle<Image>>, alpha_mode: AlphaMode, } /// The Material trait is very configurable, but comes with sensible defaults for all methods. /// You only need to implement functions for features that need non-default behavior. See the Material api docs for details! impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } fn alpha_mode(&self) -> AlphaMode { self.alpha_mode } }