 435d9bc02c
			
		
	
	
		435d9bc02c
		
			
		
	
	
	
	
		
			
			The examples won't work when copy-pasted to another project, without also copying their shader files. This change adds constants at the top of the files to bring attention to the dependencies. Follow up to [#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
		
			
				
	
	
		
			67 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader and a material that uses it.
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| 
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| use bevy::{
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|     prelude::*,
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|     reflect::TypePath,
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|     render::render_resource::{AsBindGroup, ShaderRef},
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| };
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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/custom_material.wgsl";
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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|         .add_systems(Startup, setup)
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|         .run();
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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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|     asset_server: Res<AssetServer>,
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| ) {
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|     // cube
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: meshes.add(Cuboid::default()),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         material: materials.add(CustomMaterial {
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|             color: LinearRgba::BLUE,
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|             color_texture: Some(asset_server.load("branding/icon.png")),
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|             alpha_mode: AlphaMode::Blend,
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|         }),
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|         ..default()
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|     });
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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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| 
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| // This struct defines the data that will be passed to your shader
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| struct CustomMaterial {
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|     #[uniform(0)]
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|     color: LinearRgba,
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|     #[texture(1)]
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|     #[sampler(2)]
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|     color_texture: Option<Handle<Image>>,
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|     alpha_mode: AlphaMode,
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| }
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| 
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| /// The Material trait is very configurable, but comes with sensible defaults for all methods.
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| /// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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| impl Material for CustomMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         SHADER_ASSET_PATH.into()
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|     }
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| 
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|     fn alpha_mode(&self) -> AlphaMode {
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|         self.alpha_mode
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|     }
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| }
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