 435fb7af4f
			
		
	
	
		435fb7af4f
		
	
	
	
	
		
			
			# Objective While trying to learn how to use custom shaders, I had difficulty figuring out how to use a vertex shader. My confusion was mostly because all the other shader examples used a custom pipeline, but I didn't want a custom pipeline. After digging around I realised that I simply needed to add a function to the `impl Material` block. I also searched what was the default shader used, because it wasn't obvious to me where to find it. ## Solution Added a few comments explaining what is going on in the example and a link to the default shader.
		
			
				
	
	
		
			132 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
 | |
|     ecs::system::{lifetimeless::SRes, SystemParamItem},
 | |
|     pbr::MaterialPipeline,
 | |
|     prelude::*,
 | |
|     reflect::TypeUuid,
 | |
|     render::{
 | |
|         render_asset::{PrepareAssetError, RenderAsset},
 | |
|         render_resource::{
 | |
|             std140::{AsStd140, Std140},
 | |
|             BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
 | |
|             BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
 | |
|             BufferBindingType, BufferInitDescriptor, BufferSize, BufferUsages, ShaderStages,
 | |
|         },
 | |
|         renderer::RenderDevice,
 | |
|     },
 | |
| };
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_plugin(MaterialPlugin::<CustomMaterial>::default())
 | |
|         .add_startup_system(setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// set up a simple 3D scene
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<CustomMaterial>>,
 | |
| ) {
 | |
|     // cube
 | |
|     commands.spawn().insert_bundle(MaterialMeshBundle {
 | |
|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
 | |
|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | |
|         material: materials.add(CustomMaterial {
 | |
|             color: Color::GREEN,
 | |
|         }),
 | |
|         ..Default::default()
 | |
|     });
 | |
| 
 | |
|     // camera
 | |
|     commands.spawn_bundle(PerspectiveCameraBundle {
 | |
|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..Default::default()
 | |
|     });
 | |
| }
 | |
| 
 | |
| // This is the struct that will be passed to your shader
 | |
| #[derive(Debug, Clone, TypeUuid)]
 | |
| #[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
 | |
| pub struct CustomMaterial {
 | |
|     color: Color,
 | |
| }
 | |
| 
 | |
| #[derive(Clone)]
 | |
| pub struct GpuCustomMaterial {
 | |
|     _buffer: Buffer,
 | |
|     bind_group: BindGroup,
 | |
| }
 | |
| 
 | |
| // The implementation of [`Material`] needs this impl to work properly.
 | |
| impl RenderAsset for CustomMaterial {
 | |
|     type ExtractedAsset = CustomMaterial;
 | |
|     type PreparedAsset = GpuCustomMaterial;
 | |
|     type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
 | |
|     fn extract_asset(&self) -> Self::ExtractedAsset {
 | |
|         self.clone()
 | |
|     }
 | |
| 
 | |
|     fn prepare_asset(
 | |
|         extracted_asset: Self::ExtractedAsset,
 | |
|         (render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
 | |
|     ) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
 | |
|         let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
 | |
|         let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
 | |
|             contents: color.as_std140().as_bytes(),
 | |
|             label: None,
 | |
|             usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
 | |
|         });
 | |
|         let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
 | |
|             entries: &[BindGroupEntry {
 | |
|                 binding: 0,
 | |
|                 resource: buffer.as_entire_binding(),
 | |
|             }],
 | |
|             label: None,
 | |
|             layout: &material_pipeline.material_layout,
 | |
|         });
 | |
| 
 | |
|         Ok(GpuCustomMaterial {
 | |
|             _buffer: buffer,
 | |
|             bind_group,
 | |
|         })
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl Material for CustomMaterial {
 | |
|     // When creating a custom material, you need to define either a vertex shader, a fragment shader or both.
 | |
|     // If you don't define one of them it will use the default mesh shader which can be found at
 | |
|     // <https://github.com/bevyengine/bevy/blob/latest/crates/bevy_pbr/src/render/mesh.wgsl>
 | |
| 
 | |
|     // For this example we don't need a vertex shader
 | |
|     // fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
 | |
|     //     // Use the same path as the fragment shader since wgsl let's you define both shader in the same file
 | |
|     //     Some(asset_server.load("shaders/custom_material.wgsl"))
 | |
|     // }
 | |
| 
 | |
|     fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
 | |
|         Some(asset_server.load("shaders/custom_material.wgsl"))
 | |
|     }
 | |
| 
 | |
|     fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
 | |
|         &render_asset.bind_group
 | |
|     }
 | |
| 
 | |
|     fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
 | |
|         render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
 | |
|             entries: &[BindGroupLayoutEntry {
 | |
|                 binding: 0,
 | |
|                 visibility: ShaderStages::FRAGMENT,
 | |
|                 ty: BindingType::Buffer {
 | |
|                     ty: BufferBindingType::Uniform,
 | |
|                     has_dynamic_offset: false,
 | |
|                     min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64),
 | |
|                 },
 | |
|                 count: None,
 | |
|             }],
 | |
|             label: None,
 | |
|         })
 | |
|     }
 | |
| }
 |