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@ -2859,6 +2859,12 @@ name = "extended_material"
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path = "examples/shader/extended_material.rs"
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path = "examples/shader/extended_material.rs"
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doc-scrape-examples = true
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doc-scrape-examples = true
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[[example]]
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name = "extended_vertex_material"
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path = "examples/shader/extended_vertex_material.rs"
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doc-scrape-examples = true
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[package.metadata.example.extended_material]
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[package.metadata.example.extended_material]
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name = "Extended Material"
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name = "Extended Material"
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description = "A custom shader that builds on the standard material"
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description = "A custom shader that builds on the standard material"
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68
assets/shaders/extended_vertex_material.wgsl
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68
assets/shaders/extended_vertex_material.wgsl
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@ -0,0 +1,68 @@
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#import bevy_pbr::{
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::alpha_discard,
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mesh_functions::{get_world_from_local, mesh_position_local_to_clip},
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mesh_view_bindings::globals,
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}
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#ifdef PREPASS_PIPELINE
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#import bevy_pbr::{
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prepass_io::{ FragmentOutput},
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pbr_deferred_functions::deferred_output,
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}
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#else
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#import bevy_pbr::{
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forward_io::{ FragmentOutput},
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pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
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}
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#endif
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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> material: MyExtendedMaterial;
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<f32>,
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@location(1) blend_color: vec4<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) blend_color: vec4<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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let time_base = ( globals.time ) * 1.0 ;
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let sinewave_time = sin( time_base );
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var local_psn_output = vertex.position;
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local_psn_output.y = local_psn_output.y + sin( time_base + local_psn_output.x) * 0.20;
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out.clip_position = mesh_position_local_to_clip(
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get_world_from_local(vertex.instance_index),
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vec4<f32>(local_psn_output, 1.0),
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);
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out.blend_color = vertex.blend_color;
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return out;
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}
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struct FragmentInput {
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@location(0) blend_color: vec4<f32>,
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};
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@fragment
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fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
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return input.blend_color;
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}
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125
examples/shader/extended_vertex_material.rs
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125
examples/shader/extended_vertex_material.rs
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@ -0,0 +1,125 @@
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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::pbr::MaterialExtensionKey;
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use bevy::pbr::MaterialExtensionPipeline;
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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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use bevy_render::mesh::MeshVertexAttribute;
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use bevy_render::mesh::MeshVertexBufferLayoutRef;
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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/extended_material.wgsl";
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const SHADER_ASSET_PATH: &str = "shaders/extended_vertex_material.wgsl";
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// A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
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// See the MeshVertexAttribute docs for more info.
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const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
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MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
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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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let mesh = Mesh::from(Cuboid::default())
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// Sets the custom attribute
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.with_inserted_attribute(
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ATTRIBUTE_BLEND_COLOR,
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// The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
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vec![[1.0, 0.0, 0.0, 1.0]; 24],
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);
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// sphere
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commands.spawn((
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Mesh3d(meshes.add(mesh)),
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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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// can be used in forward or deferred mode
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opaque_render_method: OpaqueRendererMethod::Auto,
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// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
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// in forward mode, the output can also be modified after lighting is applied.
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// see the fragment shader `extended_material.wgsl` for more info.
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// Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
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// change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
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..Default::default()
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},
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extension: MyExtension { time_ms_elapsed: 0 },
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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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// We need to ensure that the bindings of the base material and the extension do not conflict,
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// so we start from binding slot 100, leaving slots 0-99 for the base material.
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#[uniform(100)]
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time_ms_elapsed: 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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fn deferred_fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn vertex_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn specialize(
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_pipeline: &MaterialExtensionPipeline,
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayoutRef,
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_key: MaterialExtensionKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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let vertex_layout = layout.0.get_layout(&[
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Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
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])?;
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descriptor.vertex.buffers = vec![vertex_layout];
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Ok(())
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}
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}
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