bevy/assets/shaders/automatic_instancing.wgsl
charlotte a861452d68
Add user supplied mesh tag (#17648)
# Objective

Because of mesh preprocessing, users cannot rely on
`@builtin(instance_index)` in order to reference external data, as the
instance index is not stable, either from frame to frame or relative to
the total spawn order of mesh instances.

## Solution

Add a user supplied mesh index that can be used for referencing external
data when drawing instanced meshes.

Closes #13373

## Testing

Benchmarked `many_cubes` showing no difference in total frame time.

## Showcase



https://github.com/user-attachments/assets/80620147-aafc-4d9d-a8ee-e2149f7c8f3b

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:38:13 +00:00

43 lines
1.2 KiB
WebGPU Shading Language

#import bevy_pbr::{
mesh_functions,
view_transformations::position_world_to_clip
}
@group(2) @binding(0) var texture: texture_2d<f32>;
@group(2) @binding(1) var texture_sampler: sampler;
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec4<f32>,
@location(1) color: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
// Lookup the tag for the given mesh
let tag = mesh_functions::get_tag(vertex.instance_index);
var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
out.clip_position = position_world_to_clip(out.world_position.xyz);
let tex_dim = textureDimensions(texture);
// Find the texel coordinate as derived from the tag
let texel_coord = vec2<u32>(tag % tex_dim.x, tag / tex_dim.x);
out.color = textureLoad(texture, texel_coord, 0);
return out;
}
@fragment
fn fragment(
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
return mesh.color;
}