use bevy::{prelude::*, render::shader}; fn main() { App::build() .add_default_plugins() .add_startup_system(setup) .add_system_to_stage( stage::POST_UPDATE, shader::asset_handle_shader_def_system::(), ) .run(); } #[derive(Uniforms, Default)] struct MyMaterial { pub color: Color, #[uniform(ignore, shader_def)] pub always_red: bool, } fn setup(world: &mut World, resources: &mut Resources) { // create new shader pipeline and add to main pass in Render Graph let pipeline_handle = { let mut pipelines = resources .get_mut::>() .unwrap(); let mut shaders = resources.get_mut::>().unwrap(); let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages { vertex: shaders.add(Shader::from_glsl( ShaderStage::Vertex, r#" #version 450 layout(location = 0) in vec3 Vertex_Position; layout(set = 0, binding = 0) uniform Camera { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Object { mat4 Model; }; void main() { gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0); } "#, )), fragment: Some(shaders.add(Shader::from_glsl( ShaderStage::Fragment, r#" #version 450 layout(location = 0) out vec4 o_Target; layout(set = 1, binding = 1) uniform MyMaterial_color { vec4 color; }; void main() { o_Target = color; # ifdef MYMATERIAL_ALWAYS_RED o_Target = vec4(0.8, 0.0, 0.0, 1.0); # endif } "#, ))), })); let mut render_graph = resources.get_mut::().unwrap(); render_graph.add_system_node_named( "my_material", AssetUniformNode::::new(true), resources, ); let main_pass: &mut PassNode = render_graph.get_node_mut("main_pass").unwrap(); main_pass.add_pipeline( pipeline_handle, vec![Box::new(draw_target::AssignedMeshesDrawTarget)], ); pipeline_handle }; // create materials let mut material_storage = AssetStorage::::new(); let green_material = material_storage.add(MyMaterial { color: Color::rgb(0.0, 0.8, 0.0), always_red: false, }); let red_material = material_storage.add(MyMaterial { color: Color::rgb(0.0, 0.0, 0.0), always_red: true, }); resources.insert(material_storage); let mut mesh_storage = resources.get_mut::>().unwrap(); let cube_handle = mesh_storage.add(Mesh::from(shape::Cube)); world .build() // cube .add_entity(MeshMaterialEntity:: { mesh: cube_handle, renderable: Renderable { pipelines: vec![pipeline_handle], ..Default::default() }, material: green_material, translation: Translation::new(-2.0, 0.0, 0.0), ..Default::default() }) // cube .add_entity(MeshMaterialEntity:: { mesh: cube_handle, renderable: Renderable { pipelines: vec![pipeline_handle], ..Default::default() }, material: red_material, translation: Translation::new(2.0, 0.0, 0.0), ..Default::default() }) // camera .add_entity(CameraEntity { local_to_world: LocalToWorld(Mat4::look_at_rh( Vec3::new(3.0, 8.0, 5.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), ..Default::default() }); }