//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader. use bevy::{ pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod}, prelude::*, render::render_resource::*, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(MaterialPlugin::< ExtendedMaterial, >::default()) .add_systems(Startup, setup) .add_systems(Update, rotate_things) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>>, ) { // sphere commands.spawn(MaterialMeshBundle { mesh: meshes.add( Mesh::try_from(shape::Icosphere { radius: 1.0, subdivisions: 5, }) .unwrap(), ), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: materials.add(ExtendedMaterial { base: StandardMaterial { base_color: Color::RED, // can be used in forward or deferred mode. opaque_render_method: OpaqueRendererMethod::Auto, // in deferred mode, only the PbrInput can be modified (uvs, color and other material properties), // in forward mode, the output can also be modified after lighting is applied. // see the fragment shader `extended_material.wgsl` for more info. // Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either // change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource. ..Default::default() }, extension: MyExtension { quantize_steps: 3 }, }), ..default() }); // light commands.spawn(( PointLightBundle { point_light: PointLight { intensity: 150_000.0, ..default() }, ..default() }, Rotate, )); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } #[derive(Component)] struct Rotate; fn rotate_things(mut q: Query<&mut Transform, With>, time: Res