use bevy::{ ecs::system::{lifetimeless::SRes, SystemParamItem}, pbr::MaterialPipeline, prelude::*, reflect::TypeUuid, render::{ render_asset::{PrepareAssetError, RenderAsset}, render_resource::{ std140::{AsStd140, Std140}, BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer, BufferBindingType, BufferInitDescriptor, BufferSize, BufferUsages, ShaderStages, }, renderer::RenderDevice, }, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(MaterialPlugin::::default()) .add_startup_system(setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // cube commands.spawn().insert_bundle(MaterialMeshBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: materials.add(CustomMaterial { color: Color::GREEN, }), ..Default::default() }); // camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); } // This is the struct that will be passed to your shader #[derive(Debug, Clone, TypeUuid)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CustomMaterial { color: Color, } #[derive(Clone)] pub struct GpuCustomMaterial { _buffer: Buffer, bind_group: BindGroup, } // The implementation of [`Material`] needs this impl to work properly. impl RenderAsset for CustomMaterial { type ExtractedAsset = CustomMaterial; type PreparedAsset = GpuCustomMaterial; type Param = (SRes, SRes>); fn extract_asset(&self) -> Self::ExtractedAsset { self.clone() } fn prepare_asset( extracted_asset: Self::ExtractedAsset, (render_device, material_pipeline): &mut SystemParamItem, ) -> Result> { let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32()); let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor { contents: color.as_std140().as_bytes(), label: None, usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST, }); let bind_group = render_device.create_bind_group(&BindGroupDescriptor { entries: &[BindGroupEntry { binding: 0, resource: buffer.as_entire_binding(), }], label: None, layout: &material_pipeline.material_layout, }); Ok(GpuCustomMaterial { _buffer: buffer, bind_group, }) } } impl Material for CustomMaterial { // When creating a custom material, you need to define either a vertex shader, a fragment shader or both. // If you don't define one of them it will use the default mesh shader which can be found at // // For this example we don't need a vertex shader // fn vertex_shader(asset_server: &AssetServer) -> Option> { // // Use the same path as the fragment shader since wgsl let's you define both shader in the same file // Some(asset_server.load("shaders/custom_material.wgsl")) // } fn fragment_shader(asset_server: &AssetServer) -> Option> { Some(asset_server.load("shaders/custom_material.wgsl")) } fn bind_group(render_asset: &::PreparedAsset) -> &BindGroup { &render_asset.bind_group } fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64), }, count: None, }], label: None, }) } }