 9de25ad330
			
		
	
	
		9de25ad330
		
			
		
	
	
	
	
		
			
			# Objective - Bevy now supports an opaque phase for mesh2d, but it's very common for 2d textures to have a transparent alpha channel. ## Solution - Add an alpha mask phase identical to the one in 3d. It will do the alpha masking in the shader before drawing the mesh. - Uses the BinnedRenderPhase - Since it's an opaque draw it also correctly writes to depth ## Testing - Tested the mes2d_alpha_mode example and the bevymark example with alpha mask mode enabled --- ## Showcase  The white logo on the right is rendered with alpha mask enabled. Running the bevymark example I can get 65fps for 120k mesh2d all using alpha mask. ## Notes This is one more step for mesh2d improvements https://github.com/bevyengine/bevy/issues/13265 --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
		
			
				
	
	
		
			98 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example is used to test how transforms interact with alpha modes for [`MaterialMesh2dBundle`] entities.
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| //! This makes sure the depth buffer is correctly being used for opaque and transparent 2d meshes
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| 
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| use bevy::{
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|     color::palettes::css::{BLUE, GREEN, WHITE},
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|     prelude::*,
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|     sprite::{AlphaMode2d, MaterialMesh2dBundle},
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| };
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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_systems(Startup, setup)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     let texture_handle = asset_server.load("branding/icon.png");
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|     let mesh_handle = meshes.add(Rectangle::from_size(Vec2::splat(256.0)));
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| 
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|     // opaque
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|     // Each sprite should be square with the transparent parts being completely black
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|     // The blue sprite should be on top with the white and green one behind it
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: mesh_handle.clone().into(),
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|         material: materials.add(ColorMaterial {
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|             color: WHITE.into(),
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|             alpha_mode: AlphaMode2d::Opaque,
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|             texture: Some(texture_handle.clone()),
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|         }),
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|         transform: Transform::from_xyz(-400.0, 0.0, 0.0),
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|         ..default()
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|     });
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: mesh_handle.clone().into(),
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|         material: materials.add(ColorMaterial {
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|             color: BLUE.into(),
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|             alpha_mode: AlphaMode2d::Opaque,
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|             texture: Some(texture_handle.clone()),
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|         }),
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|         transform: Transform::from_xyz(-300.0, 0.0, 1.0),
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|         ..default()
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|     });
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: mesh_handle.clone().into(),
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|         material: materials.add(ColorMaterial {
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|             color: GREEN.into(),
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|             alpha_mode: AlphaMode2d::Opaque,
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|             texture: Some(texture_handle.clone()),
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|         }),
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|         transform: Transform::from_xyz(-200.0, 0.0, -1.0),
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|         ..default()
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|     });
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| 
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|     // Test the interaction between opaque/mask and transparent meshes
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|     // The white sprite should be:
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|     // - only the icon is opaque but background is transparent
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|     // - on top of the green sprite
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|     // - behind the blue sprite
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: mesh_handle.clone().into(),
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|         material: materials.add(ColorMaterial {
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|             color: WHITE.into(),
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|             alpha_mode: AlphaMode2d::Mask(0.5),
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|             texture: Some(texture_handle.clone()),
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|         }),
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|         transform: Transform::from_xyz(200.0, 0.0, 0.0),
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|         ..default()
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|     });
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: mesh_handle.clone().into(),
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|         material: materials.add(ColorMaterial {
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|             color: BLUE.with_alpha(0.7).into(),
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|             alpha_mode: AlphaMode2d::Blend,
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|             texture: Some(texture_handle.clone()),
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|         }),
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|         transform: Transform::from_xyz(300.0, 0.0, 1.0),
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|         ..default()
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|     });
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: mesh_handle.clone().into(),
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|         material: materials.add(ColorMaterial {
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|             color: GREEN.with_alpha(0.7).into(),
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|             alpha_mode: AlphaMode2d::Blend,
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|             texture: Some(texture_handle),
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|         }),
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|         transform: Transform::from_xyz(400.0, 0.0, -1.0),
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|         ..default()
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|     });
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| }
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