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@ -2859,6 +2859,12 @@ name = "extended_material"
path = "examples/shader/extended_material.rs"
doc-scrape-examples = true
[[example]]
name = "extended_vertex_material"
path = "examples/shader/extended_vertex_material.rs"
doc-scrape-examples = true
[package.metadata.example.extended_material]
name = "Extended Material"
description = "A custom shader that builds on the standard material"

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@ -0,0 +1,68 @@
#import bevy_pbr::{
pbr_fragment::pbr_input_from_standard_material,
pbr_functions::alpha_discard,
mesh_functions::{get_world_from_local, mesh_position_local_to_clip},
mesh_view_bindings::globals,
}
#ifdef PREPASS_PIPELINE
#import bevy_pbr::{
prepass_io::{ FragmentOutput},
pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
forward_io::{ FragmentOutput},
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif
struct MyExtendedMaterial {
quantize_steps: u32,
}
@group(2) @binding(100)
var<uniform> material: MyExtendedMaterial;
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) blend_color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) blend_color: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
let time_base = ( globals.time ) * 1.0 ;
let sinewave_time = sin( time_base );
var local_psn_output = vertex.position;
local_psn_output.y = local_psn_output.y + sin( time_base + local_psn_output.x) * 0.20;
out.clip_position = mesh_position_local_to_clip(
get_world_from_local(vertex.instance_index),
vec4<f32>(local_psn_output, 1.0),
);
out.blend_color = vertex.blend_color;
return out;
}
struct FragmentInput {
@location(0) blend_color: vec4<f32>,
};
@fragment
fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
return input.blend_color;
}

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@ -0,0 +1,125 @@
//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
use bevy::pbr::MaterialExtensionKey;
use bevy::pbr::MaterialExtensionPipeline;
use bevy::{
color::palettes::basic::RED,
pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
prelude::*,
render::render_resource::*,
};
use bevy_render::mesh::MeshVertexAttribute;
use bevy_render::mesh::MeshVertexBufferLayoutRef;
/// This example uses a shader source file from the assets subdirectory
//const SHADER_ASSET_PATH: &str = "shaders/extended_material.wgsl";
const SHADER_ASSET_PATH: &str = "shaders/extended_vertex_material.wgsl";
// A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
// See the MeshVertexAttribute docs for more info.
const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(MaterialPlugin::<
ExtendedMaterial<StandardMaterial, MyExtension>,
>::default())
.add_systems(Startup, setup)
.add_systems(Update, rotate_things)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
) {
let mesh = Mesh::from(Cuboid::default())
// Sets the custom attribute
.with_inserted_attribute(
ATTRIBUTE_BLEND_COLOR,
// The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
vec![[1.0, 0.0, 0.0, 1.0]; 24],
);
// sphere
commands.spawn((
Mesh3d(meshes.add(mesh)),
MeshMaterial3d(materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: RED.into(),
// can be used in forward or deferred mode
opaque_render_method: OpaqueRendererMethod::Auto,
// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
// in forward mode, the output can also be modified after lighting is applied.
// see the fragment shader `extended_material.wgsl` for more info.
// Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
// change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
..Default::default()
},
extension: MyExtension { time_ms_elapsed: 0 },
})),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// light
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
Rotate,
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
#[derive(Component)]
struct Rotate;
fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
for mut t in &mut q {
t.rotate_y(time.delta_secs());
}
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct MyExtension {
// We need to ensure that the bindings of the base material and the extension do not conflict,
// so we start from binding slot 100, leaving slots 0-99 for the base material.
#[uniform(100)]
time_ms_elapsed: u32,
}
impl MaterialExtension for MyExtension {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn deferred_fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn vertex_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn specialize(
_pipeline: &MaterialExtensionPipeline,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
_key: MaterialExtensionKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.0.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}