 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			59 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.6 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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|     sprite::{Material2d, Material2dPlugin, 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((
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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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| 
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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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| 
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|     // quad
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: meshes.add(Rectangle::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: LegacyColor::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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| 
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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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| struct CustomMaterial {
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|     #[uniform(0)]
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|     color: LegacyColor,
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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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| 
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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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