# Objective - 2d materials have subtle differences with 3d materials that aren't obvious to beginners ## Solution - Add an example that shows how to make a 2d material
		
			
				
	
	
		
			59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader and a material that uses it.
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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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    sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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};
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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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            Material2dPlugin::<CustomMaterial>::default(),
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        ))
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        .add_systems(Startup, setup)
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        .run();
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}
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// Setup a simple 2d 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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    // camera
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    commands.spawn(Camera2dBundle::default());
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    // quad
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    commands.spawn(MaterialMesh2dBundle {
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        mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
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        transform: Transform::default().with_scale(Vec3::splat(128.)),
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        material: materials.add(CustomMaterial {
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            color: Color::BLUE,
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            color_texture: Some(asset_server.load("branding/icon.png")),
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        }),
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        ..default()
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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, Debug, Clone)]
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pub struct CustomMaterial {
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    #[uniform(0)]
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    color: Color,
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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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}
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/// The Material2d 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 Material2d api docs for details!
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impl Material2d for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_material_2d.wgsl".into()
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    }
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}
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