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https://github.com/bevyengine/bevy
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599e5e4e76
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
253 lines
8.4 KiB
Rust
253 lines
8.4 KiB
Rust
//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
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//! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
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//! The textures are not generated for any material using alpha blending.
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use bevy::{
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core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
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pbr::{NotShadowCaster, PbrPlugin},
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(PbrPlugin {
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// The prepass is enabled by default on the StandardMaterial,
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// but you can disable it if you need to.
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//
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// prepass_enabled: false,
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..default()
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}),
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MaterialPlugin::<CustomMaterial>::default(),
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MaterialPlugin::<PrepassOutputMaterial> {
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// This material only needs to read the prepass textures,
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// but the meshes using it should not contribute to the prepass render, so we can disable it.
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prepass_enabled: false,
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..default()
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},
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))
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.add_systems(Startup, setup)
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.add_systems(Update, (rotate, toggle_prepass_view))
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// Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
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.insert_resource(Msaa::Off)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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mut std_materials: ResMut<Assets<StandardMaterial>>,
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mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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// To enable the prepass you need to add the components associated with the ones you need
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// This will write the depth buffer to a texture that you can use in the main pass
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DepthPrepass,
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// This will generate a texture containing world normals (with normal maps applied)
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NormalPrepass,
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// This will generate a texture containing screen space pixel motion vectors
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MotionVectorPrepass,
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));
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: std_materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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});
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// A quad that shows the outputs of the prepass
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// To make it easy, we just draw a big quad right in front of the camera.
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// For a real application, this isn't ideal.
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commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(Rectangle::new(20.0, 20.0)),
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material: depth_materials.add(PrepassOutputMaterial {
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settings: ShowPrepassSettings::default(),
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}),
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transform: Transform::from_xyz(-0.75, 1.25, 3.0)
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.looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
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..default()
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},
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NotShadowCaster,
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));
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// Opaque cube
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commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(CustomMaterial {
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color: LinearRgba::WHITE,
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color_texture: Some(asset_server.load("branding/icon.png")),
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alpha_mode: AlphaMode::Opaque,
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}),
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transform: Transform::from_xyz(-1.0, 0.5, 0.0),
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..default()
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},
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Rotates,
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));
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// Cube with alpha mask
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: std_materials.add(StandardMaterial {
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alpha_mode: AlphaMode::Mask(1.0),
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base_color_texture: Some(asset_server.load("branding/icon.png")),
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// Cube with alpha blending.
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// Transparent materials are ignored by the prepass
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commands.spawn(MaterialMeshBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(CustomMaterial {
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color: LinearRgba::WHITE,
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color_texture: Some(asset_server.load("branding/icon.png")),
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alpha_mode: AlphaMode::Blend,
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}),
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transform: Transform::from_xyz(1.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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let style = TextStyle {
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font_size: 18.0,
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..default()
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};
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commands.spawn(
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TextBundle::from_sections(vec![
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TextSection::new("Prepass Output: transparent\n", style.clone()),
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TextSection::new("\n\n", style.clone()),
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TextSection::new("Controls\n", style.clone()),
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TextSection::new("---------------\n", style.clone()),
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TextSection::new("Space - Change output\n", style),
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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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);
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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#[uniform(0)]
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color: LinearRgba,
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#[texture(1)]
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#[sampler(2)]
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color_texture: Option<Handle<Image>>,
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alpha_mode: AlphaMode,
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}
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/// Not shown in this example, but if you need to specialize your material, the specialize
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/// function will also be used by the prepass
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impl Material for CustomMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_material.wgsl".into()
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}
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fn alpha_mode(&self) -> AlphaMode {
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self.alpha_mode
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}
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// You can override the default shaders used in the prepass if your material does
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// anything not supported by the default prepass
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// fn prepass_fragment_shader() -> ShaderRef {
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// "shaders/custom_material.wgsl".into()
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// }
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}
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#[derive(Component)]
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struct Rotates;
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fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
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for mut t in q.iter_mut() {
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let rot = (time.elapsed_seconds().sin() * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
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t.rotation = Quat::from_rotation_z(rot);
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}
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}
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#[derive(Debug, Clone, Default, ShaderType)]
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struct ShowPrepassSettings {
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show_depth: u32,
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show_normals: u32,
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show_motion_vectors: u32,
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padding_1: u32,
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padding_2: u32,
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}
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// This shader simply loads the prepass texture and outputs it directly
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct PrepassOutputMaterial {
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#[uniform(0)]
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settings: ShowPrepassSettings,
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}
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impl Material for PrepassOutputMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/show_prepass.wgsl".into()
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}
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// This needs to be transparent in order to show the scene behind the mesh
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fn alpha_mode(&self) -> AlphaMode {
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AlphaMode::Blend
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}
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}
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/// Every time you press space, it will cycle between transparent, depth and normals view
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fn toggle_prepass_view(
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mut prepass_view: Local<u32>,
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keycode: Res<ButtonInput<KeyCode>>,
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material_handle: Query<&Handle<PrepassOutputMaterial>>,
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mut materials: ResMut<Assets<PrepassOutputMaterial>>,
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mut text: Query<&mut Text>,
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) {
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if keycode.just_pressed(KeyCode::Space) {
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*prepass_view = (*prepass_view + 1) % 4;
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let label = match *prepass_view {
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0 => "transparent",
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1 => "depth",
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2 => "normals",
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3 => "motion vectors",
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_ => unreachable!(),
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};
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let mut text = text.single_mut();
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text.sections[0].value = format!("Prepass Output: {label}\n");
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for section in &mut text.sections {
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section.style.color = Color::WHITE;
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}
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let handle = material_handle.single();
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let mat = materials.get_mut(handle).unwrap();
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mat.settings.show_depth = (*prepass_view == 1) as u32;
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mat.settings.show_normals = (*prepass_view == 2) as u32;
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mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
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}
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}
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