From 831073105fb9311f97dfe4facca5a9101126d887 Mon Sep 17 00:00:00 2001 From: Nicky Fahey Date: Mon, 7 Jul 2025 20:26:37 +0100 Subject: [PATCH] Add comment to custom vertex attribute example to make it easier to convert to 2D (#18603) # Objective - It's not clear what changes are needed to the shader to convert the example to 2D. - If you leave the shader unchanged you get a very confusing error (see linked issue). - Fixes #14077 ## Solution A separate example probably isn't needed as there is little difference between 3D and 2D, but a note saying what changes are needed to the shader would make it a lot easier. Let me know if you think it is also worth adding some notes to the rust file, but it is mostly trivial changes such as changing `Mesh3d` to `Mesh2d`. I have left the original code in comments next to the changes in the gist linked at the bottom if you wish to compare. ## Testing - I just spent a long time working it out the hard way. This would have made it a lot quicker. - I have tested the 2D version of the shader with the changes explained in the suggested comment and it works as expected. - For testing purposes [here is a complete working 2D example](https://gist.github.com/nickyfahey/647e2a2c45e695f24e288432b811dfc2). (note that as per the original example the shader file needs to go in 'assets/shaders/') --- assets/shaders/custom_vertex_attribute.wgsl | 2 ++ 1 file changed, 2 insertions(+) diff --git a/assets/shaders/custom_vertex_attribute.wgsl b/assets/shaders/custom_vertex_attribute.wgsl index 6b7b93e4c7..cb650c8a47 100644 --- a/assets/shaders/custom_vertex_attribute.wgsl +++ b/assets/shaders/custom_vertex_attribute.wgsl @@ -1,3 +1,5 @@ +// For 2d replace `bevy_pbr::mesh_functions` with `bevy_sprite::mesh2d_functions` +// and `mesh_position_local_to_clip` with `mesh2d_position_local_to_clip`. #import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip} struct CustomMaterial {