extended material example
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assets/shaders/material.wgsl
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30
assets/shaders/material.wgsl
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#import bevy_pbr::{
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forward_io::{VertexOutput, FragmentOutput},
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::{alpha_discard, apply_pbr_lighting, main_pass_post_lighting_processing},
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}
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struct MyExtendedMaterial {
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quantize_steps: u32,
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}
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@group(2) @binding(100)
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var<uniform> my_extended_material: MyExtendedMaterial;
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@fragment
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fn fragment(
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in: VertexOutput,
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@builtin(front_facing) is_front: bool,
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) -> FragmentOutput {
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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var out: FragmentOutput;
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out.color = apply_pbr_lighting(pbr_input);
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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return out;
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}
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