# Objective Closes #18075 In order to enable a number of patterns for dynamic materials in the engine, it's necessary to decouple the renderer from the `Material` trait. This opens the possibility for: - Materials that aren't coupled to `AsBindGroup`. - 2d using the underlying 3d bindless infrastructure. - Dynamic materials that can change their layout at runtime. - Materials that aren't even backed by a Rust struct at all. ## Solution In short, remove all trait bounds from render world material systems and resources. This means moving a bunch of stuff onto `MaterialProperties` and engaging in some hacks to make specialization work. Rather than storing the bind group data in `MaterialBindGroupAllocator`, right now we're storing it in a closure on `MaterialProperties`. TBD if this has bad performance characteristics. ## Benchmarks - `many_cubes`: `cargo run --example many_cubes --release --features=bevy/trace_tracy -- --vary-material-data-per-instance`:  - @DGriffin91's Caldera `cargo run --release --features=bevy/trace_tracy -- --random-materials`  - @DGriffin91's Caldera with 20 unique material types (i.e. `MaterialPlugin<M>`) and random materials per mesh `cargo run --release --features=bevy/trace_tracy -- --random-materials`  ### TODO - We almost certainly lost some parallelization from removing the type params that could be gained back from smarter iteration. - Test all the things that could have broken. - ~Fix meshlets~ ## Showcase See [the example](https://github.com/bevyengine/bevy/pull/19667/files#diff-9d768cfe1c3aa81eff365d250d3cbe5a63e8df63e81dd85f64c3c3cd993f6d94) for a custom material implemented without the use of the `Material` trait and thus `AsBindGroup`.  --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: IceSentry <c.giguere42@gmail.com>
		
			
				
	
	
		
			137 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that uses the WESL shading language.
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use bevy::{
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    pbr::{MaterialPipeline, MaterialPipelineKey},
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    prelude::*,
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    reflect::TypePath,
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    render::{
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        mesh::MeshVertexBufferLayoutRef,
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        render_resource::{
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            AsBindGroup, RenderPipelineDescriptor, ShaderDefVal, ShaderRef,
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            SpecializedMeshPipelineError,
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        },
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    },
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};
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/// This example uses shader source files from the assets subdirectory
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const FRAGMENT_SHADER_ASSET_PATH: &str = "shaders/custom_material.wesl";
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins,
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            MaterialPlugin::<CustomMaterial>::default(),
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            CustomMaterialPlugin,
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        ))
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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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/// A plugin that loads the custom material shader
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pub struct CustomMaterialPlugin;
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/// An example utility shader that is used by the custom material
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#[expect(
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    dead_code,
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    reason = "used to kept a strong handle, shader is referenced by the material"
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)]
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#[derive(Resource)]
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struct UtilityShader(Handle<Shader>);
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impl Plugin for CustomMaterialPlugin {
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    fn build(&self, app: &mut App) {
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        let handle = app
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            .world_mut()
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            .resource_mut::<AssetServer>()
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            .load::<Shader>("shaders/util.wesl");
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        app.insert_resource(UtilityShader(handle));
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    }
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}
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/// set up a simple 3D scene
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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<CustomMaterial>>,
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) {
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    // cube
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(CustomMaterial {
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            time: Vec4::ZERO,
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            party_mode: false,
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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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    // 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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fn update(
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    time: Res<Time>,
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    mut query: Query<(&MeshMaterial3d<CustomMaterial>, &mut Transform)>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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    keys: Res<ButtonInput<KeyCode>>,
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) {
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    for (material, mut transform) in query.iter_mut() {
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        let material = materials.get_mut(material).unwrap();
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        material.time.x = time.elapsed_secs();
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        if keys.just_pressed(KeyCode::Space) {
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            material.party_mode = !material.party_mode;
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        }
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        if material.party_mode {
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            transform.rotate(Quat::from_rotation_y(0.005));
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        }
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    }
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Clone)]
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#[bind_group_data(CustomMaterialKey)]
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struct CustomMaterial {
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    // Needed for 16 bit alignment in WebGL2
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    #[uniform(0)]
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    time: Vec4,
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    party_mode: bool,
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}
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#[repr(C)]
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#[derive(Eq, PartialEq, Hash, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CustomMaterialKey {
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    party_mode: u32,
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}
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impl From<&CustomMaterial> for CustomMaterialKey {
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    fn from(material: &CustomMaterial) -> Self {
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        Self {
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            party_mode: material.party_mode as u32,
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        }
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    }
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}
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impl Material for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        FRAGMENT_SHADER_ASSET_PATH.into()
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    }
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    fn specialize(
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        _pipeline: &MaterialPipeline,
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        descriptor: &mut RenderPipelineDescriptor,
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        _layout: &MeshVertexBufferLayoutRef,
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        key: MaterialPipelineKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        let fragment = descriptor.fragment.as_mut().unwrap();
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        fragment.shader_defs.push(ShaderDefVal::Bool(
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            "PARTY_MODE".to_string(),
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            key.bind_group_data.party_mode == 1,
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        ));
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        Ok(())
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    }
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}
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