//! A shader that samples a texture with view-independent UV coordinates. 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_screenspace_texture.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::::default())) .add_systems(Startup, setup) .add_systems(Update, rotate_camera) .run(); } #[derive(Component)] struct MainCamera; fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut custom_materials: ResMut>, mut standard_materials: ResMut>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)), material: standard_materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }); commands.spawn(PointLightBundle { transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); commands.spawn(MaterialMeshBundle { mesh: meshes.add(Cuboid::default()), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: custom_materials.add(CustomMaterial { texture: asset_server.load( "models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png", ), }), ..default() }); // camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, MainCamera, )); } fn rotate_camera(mut camera: Query<&mut Transform, With>, time: Res