# Objective
- shaders defs can now have a `bool` or `int` value
- `#if SHADER_DEF <operator> 3`
  - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison
  - `==`, `!=`, `>=`, `>`, `<`, `<=` supported
- `#SHADER_DEF` or `#{SHADER_DEF}`
  - will be replaced by the value in the shader code
---
## Migration Guide
- replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());`
- if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
		
	
			
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that uses "shaders defs", which selectively toggle parts of a shader.
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use bevy::{
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    pbr::{MaterialPipeline, MaterialPipelineKey},
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    prelude::*,
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    reflect::TypeUuid,
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    render::{
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        mesh::MeshVertexBufferLayout,
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        render_resource::{
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            AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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        },
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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_plugin(MaterialPlugin::<CustomMaterial>::default())
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        .add_startup_system(setup)
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        .run();
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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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    // blue cube
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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        transform: Transform::from_xyz(-1.0, 0.5, 0.0),
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        material: materials.add(CustomMaterial {
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            color: Color::BLUE,
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            is_red: false,
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        }),
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        ..default()
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    });
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    // red cube (with green color overridden by the IS_RED "shader def")
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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        transform: Transform::from_xyz(1.0, 0.5, 0.0),
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        material: materials.add(CustomMaterial {
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            color: Color::GREEN,
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            is_red: true,
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        }),
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        ..default()
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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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impl Material for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/shader_defs.wgsl".into()
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    }
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    fn specialize(
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        _pipeline: &MaterialPipeline<Self>,
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        descriptor: &mut RenderPipelineDescriptor,
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        _layout: &MeshVertexBufferLayout,
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        key: MaterialPipelineKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        if key.bind_group_data.is_red {
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            let fragment = descriptor.fragment.as_mut().unwrap();
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            fragment.shader_defs.push("IS_RED".into());
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        }
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        Ok(())
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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(AsBindGroup, TypeUuid, Debug, Clone)]
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#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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#[bind_group_data(CustomMaterialKey)]
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pub struct CustomMaterial {
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    #[uniform(0)]
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    color: Color,
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    is_red: bool,
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}
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// This key is used to identify a specific permutation of this material pipeline.
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// In this case, we specialize on whether or not to configure the "IS_RED" shader def.
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// Specialization keys should be kept as small / cheap to hash as possible,
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// as they will be used to look up the pipeline for each drawn entity with this material type.
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#[derive(Eq, PartialEq, Hash, Clone)]
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pub struct CustomMaterialKey {
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    is_red: bool,
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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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            is_red: material.is_red,
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        }
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    }
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}
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