bevy/crates/bevy_ui/src/render
IceSentry 64e1a7835a
Clean up 2d render phases (#12982)
# Objective

Currently, the 2d pipeline only has a transparent pass that is used for
everything. I want to have separate passes for opaque/alpha
mask/transparent meshes just like in 3d.

This PR does the basic work to start adding new phases to the 2d
pipeline and get the current setup a bit closer to 3d.

## Solution

- Use `ViewNode` for `MainTransparentPass2dNode`
- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`
- Rename everything to clarify that the main pass is currently the
transparent pass

---

## Changelog

- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`

## Migration Guide

If you were using `Node2d::MainPass` to order your own custom render
node. You now need to order it relative to `Node2d::StartMainPass` or
`Node2d::EndMainPass`.
2024-05-08 08:13:39 +00:00
..
mod.rs Clean up 2d render phases (#12982) 2024-05-08 08:13:39 +00:00
pipeline.rs Add border radius to UI nodes (adopted) (#12500) 2024-03-19 22:44:00 +00:00
render_pass.rs Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
ui_material_pipeline.rs Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199) 2024-05-03 11:39:21 +00:00
ui_material.wgsl Include UI node size in the vertex inputs for UiMaterial. (#11722) 2024-02-06 16:15:09 +00:00
ui_vertex_output.wgsl Include UI node size in the vertex inputs for UiMaterial. (#11722) 2024-02-06 16:15:09 +00:00
ui.wgsl chore: fix some comments (#13083) 2024-04-25 19:09:16 +00:00