# Objective - Add Ui Materials so that UI can render more complex and animated widgets. - Fixes #5607 ## Solution - Create a UiMaterial trait for specifying a Shader Asset and Bind Group Layout/Data. - Create a pipeline for rendering these Materials inside the Ui layout/tree. - Create a MaterialNodeBundle for simple spawning. ## Changelog - Created a `UiMaterial` trait for specifying a Shader asset and Bind Group. - Created a `UiMaterialPipeline` for rendering said Materials. - Added Example [`ui_material` ](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs) for example usage. - Created [`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl) export as VertexData for shaders. - Created [`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl) shader as default for both Vertex and Fragment shaders. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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use bevy::prelude::*;
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use bevy::reflect::TypePath;
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use bevy::render::render_resource::*;
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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(UiMaterialPlugin::<CustomUiMaterial>::default())
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        .add_systems(Startup, setup)
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        .add_systems(Update, update)
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        .run();
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}
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fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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    for (_, material) in ui_materials.iter_mut() {
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        // rainbow color effect
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        let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
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        material.color = new_color.into();
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    }
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}
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fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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    // Camera so we can see UI
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    commands.spawn(Camera2dBundle::default());
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(100.0),
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                height: Val::Percent(100.0),
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|parent| {
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            parent.spawn(MaterialNodeBundle {
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                style: Style {
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                    position_type: PositionType::Absolute,
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                    width: Val::Px(250.0),
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                    height: Val::Px(250.0),
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                    ..default()
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                },
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                material: ui_materials.add(CustomUiMaterial {
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                    color: Color::WHITE.into(),
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                }),
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                ..default()
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            });
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        });
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}
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#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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struct CustomUiMaterial {
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    #[uniform(0)]
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    color: Vec4,
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}
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impl UiMaterial for CustomUiMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/circle_shader.wgsl".into()
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    }
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}
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