Improve shader_material example documentation (#3601)
# Objective While trying to learn how to use custom shaders, I had difficulty figuring out how to use a vertex shader. My confusion was mostly because all the other shader examples used a custom pipeline, but I didn't want a custom pipeline. After digging around I realised that I simply needed to add a function to the `impl Material` block. I also searched what was the default shader used, because it wasn't obvious to me where to find it. ## Solution Added a few comments explaining what is going on in the example and a link to the default shader.
This commit is contained in:
parent
ac63c491fb
commit
435fb7af4f
@ -7,7 +7,9 @@ use bevy::{
|
|||||||
render_asset::{PrepareAssetError, RenderAsset},
|
render_asset::{PrepareAssetError, RenderAsset},
|
||||||
render_resource::{
|
render_resource::{
|
||||||
std140::{AsStd140, Std140},
|
std140::{AsStd140, Std140},
|
||||||
*,
|
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
|
||||||
|
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
|
||||||
|
BufferBindingType, BufferInitDescriptor, BufferSize, BufferUsages, ShaderStages,
|
||||||
},
|
},
|
||||||
renderer::RenderDevice,
|
renderer::RenderDevice,
|
||||||
},
|
},
|
||||||
@ -44,6 +46,7 @@ fn setup(
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// This is the struct that will be passed to your shader
|
||||||
#[derive(Debug, Clone, TypeUuid)]
|
#[derive(Debug, Clone, TypeUuid)]
|
||||||
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
|
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
|
||||||
pub struct CustomMaterial {
|
pub struct CustomMaterial {
|
||||||
@ -56,6 +59,7 @@ pub struct GpuCustomMaterial {
|
|||||||
bind_group: BindGroup,
|
bind_group: BindGroup,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// The implementation of [`Material`] needs this impl to work properly.
|
||||||
impl RenderAsset for CustomMaterial {
|
impl RenderAsset for CustomMaterial {
|
||||||
type ExtractedAsset = CustomMaterial;
|
type ExtractedAsset = CustomMaterial;
|
||||||
type PreparedAsset = GpuCustomMaterial;
|
type PreparedAsset = GpuCustomMaterial;
|
||||||
@ -91,6 +95,16 @@ impl RenderAsset for CustomMaterial {
|
|||||||
}
|
}
|
||||||
|
|
||||||
impl Material for CustomMaterial {
|
impl Material for CustomMaterial {
|
||||||
|
// When creating a custom material, you need to define either a vertex shader, a fragment shader or both.
|
||||||
|
// If you don't define one of them it will use the default mesh shader which can be found at
|
||||||
|
// <https://github.com/bevyengine/bevy/blob/latest/crates/bevy_pbr/src/render/mesh.wgsl>
|
||||||
|
|
||||||
|
// For this example we don't need a vertex shader
|
||||||
|
// fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
|
||||||
|
// // Use the same path as the fragment shader since wgsl let's you define both shader in the same file
|
||||||
|
// Some(asset_server.load("shaders/custom_material.wgsl"))
|
||||||
|
// }
|
||||||
|
|
||||||
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
|
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
|
||||||
Some(asset_server.load("shaders/custom_material.wgsl"))
|
Some(asset_server.load("shaders/custom_material.wgsl"))
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user