 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)
		
			
				
	
	
		
			69 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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| 
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| use bevy::prelude::*;
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| use bevy::reflect::TypePath;
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| use bevy::render::render_resource::*;
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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/circle_shader.wgsl";
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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_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, update)
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|         .run();
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| }
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| 
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| fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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|     for (_, material) in ui_materials.iter_mut() {
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|         // rainbow color effect
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|         let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
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|         material.color = LinearRgba::from(new_color).to_f32_array().into();
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|     }
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| }
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| 
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| fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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|     // Camera so we can see UI
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 width: Val::Percent(100.0),
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|                 height: Val::Percent(100.0),
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|                 align_items: AlignItems::Center,
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|                 justify_content: JustifyContent::Center,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn(MaterialNodeBundle {
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|                 style: Style {
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|                     position_type: PositionType::Absolute,
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|                     width: Val::Px(250.0),
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|                     height: Val::Px(250.0),
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|                     ..default()
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|                 },
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|                 material: ui_materials.add(CustomUiMaterial {
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|                     color: LinearRgba::WHITE.to_f32_array().into(),
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|                 }),
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|                 ..default()
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|             });
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|         });
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| }
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| 
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| #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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| struct CustomUiMaterial {
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|     #[uniform(0)]
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|     color: Vec4,
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| }
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| 
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| impl UiMaterial for CustomUiMaterial {
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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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