# Objective - Related to #19024 ## Solution - Use the new `load_shader_library` macro for the shader libraries and `embedded_asset`/`load_embedded_asset` for the "shader binaries" in `bevy_core_pipeline`. ## Testing - `bloom_3d` example still works. - `motion_blur` example still works. - `meshlet` example still works (it uses a shader from core). P.S. I don't think this needs a migration guide. Technically users could be using the `pub` weak handles, but there's no actual good use for them, so omitting it seems fine. Alternatively, we could mix this in with the migration guide notes for #19137. |
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| .. | ||
| auto_exposure | ||
| blit | ||
| bloom | ||
| core_2d | ||
| core_3d | ||
| deferred | ||
| dof | ||
| experimental | ||
| fullscreen_vertex_shader | ||
| motion_blur | ||
| oit | ||
| post_process | ||
| prepass | ||
| skybox | ||
| tonemapping | ||
| upscaling | ||
| lib.rs | ||
| msaa_writeback.rs | ||