 68b779c31f
			
		
	
	
		68b779c31f
		
			
		
	
	
	
	
		
			
			## Objective Bevy 0.15 introduced new method in `Material2d` trait- `alpha_mode`. Before that when new material was created it had alpha blending, now it does not. ## Solution While I am okay with it, it could be useful to add the new trait method implementation to one of the samples so users are more aware of it. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
		
			
				
	
	
		
			65 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			1.8 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::{AlphaMode2d, Material2d, Material2dPlugin},
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| };
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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/custom_material_2d.wgsl";
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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(Camera2d);
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| 
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|     // quad
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|     commands.spawn((
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|         Mesh2d(meshes.add(Rectangle::default())),
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|         MeshMaterial2d(materials.add(CustomMaterial {
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|             color: LinearRgba::BLUE,
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|             color_texture: Some(asset_server.load("branding/icon.png")),
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|         })),
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|         Transform::default().with_scale(Vec3::splat(128.)),
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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: LinearRgba,
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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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|         SHADER_ASSET_PATH.into()
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|     }
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| 
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|     fn alpha_mode(&self) -> AlphaMode2d {
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|         AlphaMode2d::Mask(0.5)
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|     }
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| }
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