extended material example
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.cargo/config.toml
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.cargo/config.toml
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[target.x86_64-unknown-linux-gnu]
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linker = "clang"
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rustflags = ["-C", "link-arg=-fuse-ld=/usr/bin/mold"]
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1
.gitignore
vendored
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.gitignore
vendored
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/target
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5499
Cargo.lock
generated
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5499
Cargo.lock
generated
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15
Cargo.toml
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15
Cargo.toml
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[package]
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name = "bevyart"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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bevy = { version = "0.16.0", features = ["shader_format_wesl"] }
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# Enable a small amount of optimization in the dev profile.
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[profile.dev]
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opt-level = 1
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# Enable a large amount of optimization in the dev profile for dependencies.
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[profile.dev.package."*"]
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opt-level = 3
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30
assets/shaders/material.wgsl
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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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76
src/main.rs
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src/main.rs
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//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
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use bevy::{
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color::palettes::basic::RED,
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pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
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prelude::*,
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render::render_resource::*,
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/material.wgsl";
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(MaterialPlugin::<
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ExtendedMaterial<StandardMaterial, MyExtension>,
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>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_things)
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.run();
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}
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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<ExtendedMaterial<StandardMaterial, MyExtension>>>,
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) {
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// sphere
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(1.0))),
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MeshMaterial3d(materials.add(ExtendedMaterial {
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base: StandardMaterial {
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base_color: RED.into(),
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opaque_render_method: OpaqueRendererMethod::Auto,
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..Default::default()
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},
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extension: MyExtension { quantize_steps: 3 },
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})),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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Rotate,
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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#[derive(Component)]
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struct Rotate;
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fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
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for mut t in &mut q {
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t.rotate_y(time.delta_secs());
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}
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}
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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struct MyExtension {
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#[uniform(100)]
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quantize_steps: u32,
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}
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impl MaterialExtension for MyExtension {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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