
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
23 lines
560 B
Rust
23 lines
560 B
Rust
use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_reflect::Reflect;
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// FIXME: This should probably be part of bevy_render2!
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/// Alpha mode
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#[derive(Component, Debug, Reflect, Copy, Clone, PartialEq)]
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#[reflect(Component)]
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pub enum AlphaMode {
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Opaque,
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/// An alpha cutoff must be supplied where alpha values >= the cutoff
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/// will be fully opaque and < will be fully transparent
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Mask(f32),
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Blend,
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}
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impl Eq for AlphaMode {}
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impl Default for AlphaMode {
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fn default() -> Self {
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AlphaMode::Opaque
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}
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}
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