# Objective - Fixes #13872 (also mentioned in #17167) ## Solution - Added conditional padding fields to the shader uniform ## Alternatives ### 1- Use a UVec4 Replace the `u32` field in `MyExtension` by a `UVec4` and only use the `x` coordinate. (This was the original approach, but for consistency with the rest of the codebase, separate padding fields seem to be preferred) ### 2- Don't fix it, unlist it While the fix is quite simple, it does muddy the waters a tiny bit due to `quantize_steps` now being a UVec4 instead of a simple u32. We could simply remove this example from the examples that support WebGL2. ## Testing - Ran the example locally on WebGL2 (and native Vulkan) successfully
		
			
				
	
	
		
			107 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			3.3 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::{
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    color::palettes::basic::RED,
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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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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/extended_material.wgsl";
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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((
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        Mesh3d(meshes.add(Sphere::new(1.0))),
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        MeshMaterial3d(materials.add(ExtendedMaterial {
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            base: StandardMaterial {
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                base_color: RED.into(),
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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::new(1),
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        })),
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        Transform::from_xyz(0.0, 0.5, 0.0),
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    ));
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    // light
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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        Rotate,
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    ));
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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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 &mut q {
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        t.rotate_y(time.delta_secs());
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    }
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}
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
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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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    // Web examples WebGL2 support: structs must be 16 byte aligned.
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    #[cfg(feature = "webgl2")]
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    #[uniform(100)]
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    _webgl2_padding_8b: u32,
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    #[cfg(feature = "webgl2")]
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    #[uniform(100)]
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    _webgl2_padding_12b: u32,
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    #[cfg(feature = "webgl2")]
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    #[uniform(100)]
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    _webgl2_padding_16b: u32,
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}
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impl MyExtension {
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    fn new(quantize_steps: u32) -> Self {
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        Self {
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            quantize_steps,
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            ..default()
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        }
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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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        SHADER_ASSET_PATH.into()
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    }
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    fn deferred_fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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}
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