//! This example shows various ways to configure texture materials in 3D. use std::f32::consts::PI; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } /// sets up a scene with textured entities fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { // load a texture and retrieve its aspect ratio let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png"); let aspect = 0.25; // create a new quad mesh. this is what we will apply the texture to let quad_width = 8.0; let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new( quad_width, quad_width * aspect, )))); // this material renders the texture normally let material_handle = materials.add(StandardMaterial { base_color_texture: Some(texture_handle.clone()), alpha_mode: AlphaMode::Blend, unlit: true, ..default() }); // this material modulates the texture to make it red (and slightly transparent) let red_material_handle = materials.add(StandardMaterial { base_color: Color::rgba(1.0, 0.0, 0.0, 0.5), base_color_texture: Some(texture_handle.clone()), alpha_mode: AlphaMode::Blend, unlit: true, ..default() }); // and lets make this one blue! (and also slightly transparent) let blue_material_handle = materials.add(StandardMaterial { base_color: Color::rgba(0.0, 0.0, 1.0, 0.5), base_color_texture: Some(texture_handle), alpha_mode: AlphaMode::Blend, unlit: true, ..default() }); // textured quad - normal commands.spawn(PbrBundle { mesh: quad_handle.clone(), material: material_handle, transform: Transform::from_xyz(0.0, 0.0, 1.5) .with_rotation(Quat::from_rotation_x(-PI / 5.0)), ..default() }); // textured quad - modulated commands.spawn(PbrBundle { mesh: quad_handle.clone(), material: red_material_handle, transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)), ..default() }); // textured quad - modulated commands.spawn(PbrBundle { mesh: quad_handle, material: blue_material_handle, transform: Transform::from_xyz(0.0, 0.0, -1.5) .with_rotation(Quat::from_rotation_x(-PI / 5.0)), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); }