bevy/assets/shaders
IceSentry 011f71a245
Update ui_material example to be a slider instead (#14031)
# Objective

- Some people have asked how to do image masking in UI. It's pretty easy
to do using a `UiMaterial` assuming you know how to write shaders.

## Solution

- Update the ui_material example to show the bevy banner slowly being
revealed like a progress bar

## Notes

I'm not entirely sure if we want this or not. For people that would be
comfortable to use this for their own games they would probably have
already figured out how to do it and for people that aren't familiar
with shaders this isn't really enough to make an actual slider/progress
bar.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-06-27 21:23:04 +00:00
..
animate_shader.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
array_texture.wgsl Remove unused mip_bias parameter from apply_normal_mapping (#13752) 2024-06-10 13:00:34 +00:00
cubemap_unlit.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_gltf_2d.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
custom_material.frag Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material.vert Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material_2d.wgsl Fix binding group in custom_material_2d.wgsl (#10841) 2023-12-02 22:21:53 +00:00
custom_material_import.wgsl fix custom shader imports (#10030) 2023-10-06 01:34:57 +00:00
custom_material_screenspace_texture.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_phase_item.wgsl Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
custom_ui_material.wgsl Update ui_material example to be a slider instead (#14031) 2024-06-27 21:23:04 +00:00
custom_vertex_attribute.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
extended_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
fallback_image_test.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
game_of_life.wgsl Fix example game of life (#12897) 2024-04-08 17:19:07 +00:00
gpu_readback.wgsl Add gpu readback example (#12877) 2024-04-08 17:08:20 +00:00
instancing.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
irradiance_volume_voxel_visualization.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
line_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
post_processing.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
shader_defs.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
show_prepass.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
texture_binding_array.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
tonemapping_test_patterns.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
water_material.wgsl Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) 2024-05-27 13:43:40 +00:00