//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values use bevy::{prelude::*, reflect::TypePath, render::render_resource::*}; /// This example uses a shader source file from the assets subdirectory const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl"; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(UiMaterialPlugin::::default()) .add_systems(Startup, setup) .add_systems(Update, animate) .run(); } fn setup( mut commands: Commands, mut ui_materials: ResMut>, asset_server: Res, ) { // Camera so we can see UI commands.spawn(Camera2d); commands .spawn(Node { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }) .with_children(|parent| { let banner_scale_factor = 0.5; parent.spawn(( MaterialNode(ui_materials.add(CustomUiMaterial { color: LinearRgba::WHITE.to_f32_array().into(), slider: 0.5, color_texture: asset_server.load("branding/banner.png"), border_color: LinearRgba::WHITE.to_f32_array().into(), })), Node { position_type: PositionType::Absolute, width: Val::Px(905.0 * banner_scale_factor), height: Val::Px(363.0 * banner_scale_factor), border: UiRect::all(Val::Px(10.)), ..default() }, )); }); } #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)] struct CustomUiMaterial { /// Color multiplied with the image #[uniform(0)] color: Vec4, /// Represents how much of the image is visible /// Goes from 0 to 1 #[uniform(1)] slider: f32, /// Image used to represent the slider #[texture(2)] #[sampler(3)] color_texture: Handle, /// Color of the image's border #[uniform(4)] border_color: Vec4, } impl UiMaterial for CustomUiMaterial { fn fragment_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } } // Fills the slider slowly over 2 seconds and resets it // Also updates the color of the image to a rainbow color fn animate( mut materials: ResMut>, q: Query<&MaterialNode>, time: Res