bevy/examples/shader/shader_prepass.rs

248 lines
8.2 KiB
Rust

//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
//! It will optionally generate various view textures. Currently it supports depth and normal textures.
//! The textures are not generated for any material using alpha blending.
//!
//! # WARNING
//! The prepass currently doesn't work on `WebGL`.
use bevy::{
core_pipeline::prepass::{DepthPrepass, NormalPrepass},
pbr::{NotShadowCaster, PbrPlugin},
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(PbrPlugin {
// The prepass is enabled by default on the StandardMaterial,
// but you can disable it if you need to.
// prepass_enabled: false,
..default()
}))
.add_plugin(MaterialPlugin::<CustomMaterial>::default())
.add_plugin(MaterialPlugin::<PrepassOutputMaterial> {
// This material only needs to read the prepass textures,
// but the meshes using it should not contribute to the prepass render, so we can disable it.
prepass_enabled: false,
..default()
})
.add_systems((setup.on_startup(), rotate, toggle_prepass_view))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
mut std_materials: ResMut<Assets<StandardMaterial>>,
mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
// To enable the prepass you need to add the components associated with the ones you need
// This will write the depth buffer to a texture that you can use in the main pass
DepthPrepass,
// This will generate a texture containing world normals (with normal maps applied)
NormalPrepass,
));
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
material: std_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// A quad that shows the outputs of the prepass
// To make it easy, we just draw a big quad right in front of the camera. For a real application, this isn't ideal.
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(shape::Quad::new(Vec2::new(20.0, 20.0)).into()),
material: depth_materials.add(PrepassOutputMaterial {
settings: ShowPrepassSettings::default(),
}),
transform: Transform::from_xyz(-0.75, 1.25, 3.0)
.looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
..default()
},
NotShadowCaster,
));
// Opaque cube using the StandardMaterial
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: std_materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(-1.0, 0.5, 0.0),
..default()
},
Rotates,
));
// Cube with alpha mask
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: std_materials.add(StandardMaterial {
alpha_mode: AlphaMode::Mask(1.0),
base_color_texture: Some(asset_server.load("branding/icon.png")),
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// Cube with alpha blending.
// Transparent materials are ignored by the prepass
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(CustomMaterial {
color: Color::WHITE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Blend,
}),
transform: Transform::from_xyz(1.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
let style = TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 18.0,
color: Color::WHITE,
};
commands.spawn(
TextBundle::from_sections(vec![
TextSection::new("Prepass Output: transparent\n", style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new("Controls\n", style.clone()),
TextSection::new("---------------\n", style.clone()),
TextSection::new("Space - Change output\n", style),
])
.with_style(Style {
position_type: PositionType::Absolute,
position: UiRect {
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
},
..default()
}),
);
}
// 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,
}
/// Not shown in this example, but if you need to specialize your material, the specialize
/// function will also be used by the prepass
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
// You can override the default shaders used in the prepass if your material does
// anything not supported by the default prepass
// fn prepass_fragment_shader() -> ShaderRef {
// "shaders/custom_material.wgsl".into()
// }
}
#[derive(Component)]
struct Rotates;
fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
for mut t in q.iter_mut() {
let rot = (time.elapsed_seconds().sin() * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
t.rotation = Quat::from_rotation_z(rot);
}
}
#[derive(Debug, Clone, Default, ShaderType)]
struct ShowPrepassSettings {
show_depth: u32,
show_normals: u32,
padding_1: u32,
padding_2: u32,
}
// This shader simply loads the prepass texture and outputs it directly
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "0af99895-b96e-4451-bc12-c6b1c1c52750"]
pub struct PrepassOutputMaterial {
#[uniform(0)]
settings: ShowPrepassSettings,
}
impl Material for PrepassOutputMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/show_prepass.wgsl".into()
}
// This needs to be transparent in order to show the scene behind the mesh
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
}
/// Every time you press space, it will cycle between transparent, depth and normals view
fn toggle_prepass_view(
keycode: Res<Input<KeyCode>>,
material_handle: Query<&Handle<PrepassOutputMaterial>>,
mut materials: ResMut<Assets<PrepassOutputMaterial>>,
mut text: Query<&mut Text>,
) {
if keycode.just_pressed(KeyCode::Space) {
let handle = material_handle.single();
let mat = materials.get_mut(handle).unwrap();
let out_text;
if mat.settings.show_depth == 1 {
out_text = "normal";
mat.settings.show_depth = 0;
mat.settings.show_normals = 1;
} else if mat.settings.show_normals == 1 {
out_text = "transparent";
mat.settings.show_depth = 0;
mat.settings.show_normals = 0;
} else {
out_text = "depth";
mat.settings.show_depth = 1;
mat.settings.show_normals = 0;
}
let mut text = text.single_mut();
text.sections[0].value = format!("Prepass Output: {out_text}\n");
}
}