mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
aefe1f0739
Co-authored-by: Mike <mike.hsu@gmail.com>
65 lines
1.8 KiB
Rust
65 lines
1.8 KiB
Rust
//! A shader and a material that uses it.
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::render_resource::{AsBindGroup, ShaderRef},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugin(MaterialPlugin::<CustomMaterial>::default())
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// cube
|
|
commands.spawn(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::BLUE,
|
|
color_texture: Some(asset_server.load("branding/icon.png")),
|
|
alpha_mode: AlphaMode::Blend,
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// The Material trait is very configurable, but comes with sensible defaults for all methods.
|
|
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
|
|
impl Material for CustomMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
"shaders/custom_material.wgsl".into()
|
|
}
|
|
|
|
fn alpha_mode(&self) -> AlphaMode {
|
|
self.alpha_mode
|
|
}
|
|
}
|
|
|
|
// This is the struct that will be passed to your shader
|
|
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
|
|
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
|
|
pub struct CustomMaterial {
|
|
#[uniform(0)]
|
|
color: Color,
|
|
#[texture(1)]
|
|
#[sampler(2)]
|
|
color_texture: Option<Handle<Image>>,
|
|
alpha_mode: AlphaMode,
|
|
}
|