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			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			88 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
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| 
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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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| 
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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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| 
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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(Sphere::new(1.0)),
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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: LegacyColor::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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| 
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|     // light
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|     commands.spawn((
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|         DirectionalLightBundle {
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|             transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         Rotate,
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|     ));
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| 
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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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| 
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| #[derive(Component)]
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| struct Rotate;
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| 
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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_seconds());
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|     }
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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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|     quantize_steps: u32,
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| }
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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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| 
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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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