//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass. //! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures. //! The textures are not generated for any material using alpha blending. use bevy::{ core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass}, pbr::{NotShadowCaster, PbrPlugin}, prelude::*, reflect::TypePath, render::render_resource::{AsBindGroup, ShaderRef, ShaderType}, }; fn main() { App::new() .add_plugins(( DefaultPlugins.set(PbrPlugin { // The prepass is enabled by default on the StandardMaterial, // but you can disable it if you need to. // // prepass_enabled: false, ..default() }), MaterialPlugin::::default(), MaterialPlugin:: { // This material only needs to read the prepass textures, // but the meshes using it should not contribute to the prepass render, so we can disable it. prepass_enabled: false, ..default() }, )) .add_systems(Startup, setup) .add_systems(Update, (rotate, toggle_prepass_view)) // Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING .insert_resource(Msaa::Off) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut std_materials: ResMut>, mut depth_materials: ResMut>, asset_server: Res, ) { // camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, // To enable the prepass you need to add the components associated with the ones you need // This will write the depth buffer to a texture that you can use in the main pass DepthPrepass, // This will generate a texture containing world normals (with normal maps applied) NormalPrepass, // This will generate a texture containing screen space pixel motion vectors MotionVectorPrepass, )); // plane commands.spawn(PbrBundle { mesh: meshes.add(shape::Plane::from_size(5.0).into()), material: std_materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // A quad that shows the outputs of the prepass // To make it easy, we just draw a big quad right in front of the camera. // For a real application, this isn't ideal. commands.spawn(( MaterialMeshBundle { mesh: meshes.add(shape::Quad::new(Vec2::new(20.0, 20.0)).into()), material: depth_materials.add(PrepassOutputMaterial { settings: ShowPrepassSettings::default(), }), transform: Transform::from_xyz(-0.75, 1.25, 3.0) .looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y), ..default() }, NotShadowCaster, )); // Opaque cube commands.spawn(( MaterialMeshBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(CustomMaterial { color: Color::WHITE, color_texture: Some(asset_server.load("branding/icon.png")), alpha_mode: AlphaMode::Opaque, }), transform: Transform::from_xyz(-1.0, 0.5, 0.0), ..default() }, Rotates, )); // Cube with alpha mask commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: std_materials.add(StandardMaterial { alpha_mode: AlphaMode::Mask(1.0), base_color_texture: Some(asset_server.load("branding/icon.png")), ..default() }), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // Cube with alpha blending. // Transparent materials are ignored by the prepass commands.spawn(MaterialMeshBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(CustomMaterial { color: Color::WHITE, color_texture: Some(asset_server.load("branding/icon.png")), alpha_mode: AlphaMode::Blend, }), transform: Transform::from_xyz(1.0, 0.5, 0.0), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); let style = TextStyle { font_size: 18.0, color: Color::WHITE, ..default() }; commands.spawn( TextBundle::from_sections(vec![ TextSection::new("Prepass Output: transparent\n", style.clone()), TextSection::new("\n\n", style.clone()), TextSection::new("Controls\n", style.clone()), TextSection::new("---------------\n", style.clone()), TextSection::new("Space - Change output\n", style), ]) .with_style(Style { position_type: PositionType::Absolute, top: Val::Px(10.0), left: Val::Px(10.0), ..default() }), ); } // This is the struct that will be passed to your shader #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] pub struct CustomMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Option>, alpha_mode: AlphaMode, } /// Not shown in this example, but if you need to specialize your material, the specialize /// function will also be used by the prepass impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { "shaders/custom_material.wgsl".into() } fn alpha_mode(&self) -> AlphaMode { self.alpha_mode } // You can override the default shaders used in the prepass if your material does // anything not supported by the default prepass // fn prepass_fragment_shader() -> ShaderRef { // "shaders/custom_material.wgsl".into() // } } #[derive(Component)] struct Rotates; fn rotate(mut q: Query<&mut Transform, With>, time: Res