# Objective allow extending `Material`s (including the built in `StandardMaterial`) with custom vertex/fragment shaders and additional data, to easily get pbr lighting with custom modifications, or otherwise extend a base material. # Solution - added `ExtendedMaterial<B: Material, E: MaterialExtension>` which contains a base material and a user-defined extension. - added example `extended_material` showing how to use it - modified AsBindGroup to have "unprepared" functions that return raw resources / layout entries so that the extended material can combine them note: doesn't currently work with array resources, as i can't figure out how to make the OwnedBindingResource::get_binding() work, as wgpu requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`. # Migration Guide manual implementations of `AsBindGroup` will need to be adjusted, the changes are pretty straightforward and can be seen in the diff for e.g. the `texture_binding_array` example. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
		
			
				
	
	
		
			93 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
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use bevy::reflect::TypePath;
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use bevy::{
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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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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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    // sphere
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(
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            Mesh::try_from(shape::Icosphere {
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                radius: 1.0,
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                subdivisions: 5,
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            })
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            .unwrap(),
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        ),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        material: materials.add(ExtendedMaterial {
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            base: StandardMaterial {
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                base_color: Color::RED,
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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 { quantize_steps: 3 },
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        }),
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        ..default()
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    });
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    // light
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    commands.spawn((PointLightBundle::default(), Rotate));
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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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 q.iter_mut() {
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        t.translation = Vec3::new(
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            time.elapsed_seconds().sin(),
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            0.5,
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            time.elapsed_seconds().cos(),
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        ) * 4.0;
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    }
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}
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#[derive(Asset, AsBindGroup, TypePath, 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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    quantize_steps: 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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        "shaders/extended_material.wgsl".into()
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    }
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    fn deferred_fragment_shader() -> ShaderRef {
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        "shaders/extended_material.wgsl".into()
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    }
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}
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