bevy/assets/shaders
charlotte a861452d68
Add user supplied mesh tag (#17648)
# Objective

Because of mesh preprocessing, users cannot rely on
`@builtin(instance_index)` in order to reference external data, as the
instance index is not stable, either from frame to frame or relative to
the total spawn order of mesh instances.

## Solution

Add a user supplied mesh index that can be used for referencing external
data when drawing instanced meshes.

Closes #13373

## Testing

Benchmarked `many_cubes` showing no difference in total frame time.

## Showcase



https://github.com/user-attachments/assets/80620147-aafc-4d9d-a8ee-e2149f7c8f3b

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:38:13 +00:00
..
animate_shader.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
array_texture.wgsl Remove unused mip_bias parameter from apply_normal_mapping (#13752) 2024-06-10 13:00:34 +00:00
automatic_instancing.wgsl Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
bindless_material.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
cubemap_unlit.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_clustered_decal.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
custom_gltf_2d.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
custom_material_2d.wgsl Fix binding group in custom_material_2d.wgsl (#10841) 2023-12-02 22:21:53 +00:00
custom_material_import.wgsl fix custom shader imports (#10030) 2023-10-06 01:34:57 +00:00
custom_material_screenspace_texture.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material.frag Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material.vert examples(shaders/glsl): Update GLSL Shader Example Camera View uniform (#15865) 2024-10-19 01:08:55 +00:00
custom_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_phase_item.wgsl Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
custom_stencil.wgsl Add a custom render phase example (#16916) 2025-02-10 21:17:37 +00:00
custom_ui_material.wgsl UI material border radius (#15171) 2025-01-28 04:54:48 +00:00
custom_vertex_attribute.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
extended_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
fallback_image_test.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
game_of_life.wgsl Fix example game of life (#12897) 2024-04-08 17:19:07 +00:00
gpu_readback.wgsl Gpu readback (#15419) 2024-09-30 17:28:55 +00:00
instancing.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
irradiance_volume_voxel_visualization.wgsl Cluster light probes using conservative spherical bounds. (#13746) 2024-12-05 13:07:10 +00:00
line_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
post_processing.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
shader_defs.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
show_prepass.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
specialized_mesh_pipeline.wgsl Update typos (#17126) 2025-01-03 17:44:26 +00:00
storage_buffer.wgsl Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
texture_binding_array.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
tonemapping_test_patterns.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
water_material.wgsl Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) 2024-05-27 13:43:40 +00:00