#import bevy_pbr::{ pbr_fragment::pbr_input_from_standard_material, pbr_functions::alpha_discard, } #ifdef PREPASS_PIPELINE #import bevy_pbr::{ prepass_io::{VertexOutput, FragmentOutput}, pbr_deferred_functions::deferred_output, } #else #import bevy_pbr::{ forward_io::{VertexOutput, FragmentOutput}, pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing}, } #endif struct MyExtendedMaterial { quantize_steps: u32, } @group(2) @binding(100) var<uniform> my_extended_material: MyExtendedMaterial; @fragment fn fragment( in: VertexOutput, @builtin(front_facing) is_front: bool, ) -> FragmentOutput { // generate a PbrInput struct from the StandardMaterial bindings var pbr_input = pbr_input_from_standard_material(in, is_front); // we can optionally modify the input before lighting and alpha_discard is applied pbr_input.material.base_color.b = pbr_input.material.base_color.r; // alpha discard pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color); #ifdef PREPASS_PIPELINE // in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader. let out = deferred_output(in, pbr_input); #else var out: FragmentOutput; // apply lighting out.color = apply_pbr_lighting(pbr_input); // we can optionally modify the lit color before post-processing is applied out.color = vec4<f32>(vec4<u32>(out.color * f32(my_extended_material.quantize_steps))) / f32(my_extended_material.quantize_steps); // apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr) // note this does not include fullscreen postprocessing effects like bloom. out.color = main_pass_post_lighting_processing(pbr_input, out.color); // we can optionally modify the final result here out.color = out.color * 2.0; #endif return out; }