This example illustrates how to create a texture for use with a texture_2d_array<f32> shader uniform variable and then how to sample from that texture in the shader by using a MeshTag component on the mesh entity.
use bevy::{
image::{ImageArrayLayout, ImageLoaderSettings},
mesh::MeshTag,
prelude::*,
reflect::TypePath,
render::render_resource::AsBindGroup,
shader::ShaderRef,
};
/// This example uses a shader source file from the assets subdirectory.
const SHADER_ASSET_PATH: &str = "shaders/array_texture.wgsl";
/// Corresponds to the number of layers in the array texture.
const TEXTURE_COUNT: u32 = 4;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<ArrayTextureMaterial>::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, update_mesh_tags)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ArrayTextureMaterial>>,
asset_server: Res<AssetServer>,
) {
// Load the texture.
let array_texture = asset_server
.load_builder()
.with_settings(|settings: &mut ImageLoaderSettings| {
settings.array_layout = Some(ImageArrayLayout::RowCount {
rows: TEXTURE_COUNT,
});
})
.load("textures/array_texture.png");
// light
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 2.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
));
// Spawn some cubes using the array texture.
let mesh_handle = meshes.add(Cuboid::default());
let material_handle = materials.add(ArrayTextureMaterial { array_texture });
for x in -5..=5 {
commands.spawn((
Mesh3d(mesh_handle.clone()),
MeshMaterial3d(material_handle.clone()),
// Pass a different mesh tag to allow selecting different layers of
// the array texture in the shader.
MeshTag(x as u32 % TEXTURE_COUNT),
Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
));
}
}
fn update_mesh_tags(time: Res<Time>, mut query: Query<&mut MeshTag>, mut timer: Local<Timer>) {
// Initialize the timer on the first run.
if timer.duration().is_zero() {
*timer = Timer::from_seconds(1.5, TimerMode::Repeating);
}
timer.tick(time.delta());
if timer.just_finished() {
for mut tag in query.iter_mut() {
// Cycle through the texture layers to demonstrate that we can
// select different layers of the array texture at runtime.
tag.0 = (tag.0 + 1) % TEXTURE_COUNT;
}
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct ArrayTextureMaterial {
#[texture(0, dimension = "2d_array")]
#[sampler(1)]
array_texture: Handle<Image>,
}
impl Material for ArrayTextureMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}#import bevy_pbr::{
forward_io::VertexOutput,
mesh_functions,
mesh_view_bindings::view,
pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new},
pbr_functions as fns,
pbr_bindings,
}
#import bevy_core_pipeline::tonemapping::tone_mapping
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var my_array_texture: texture_2d_array<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var my_array_texture_sampler: sampler;
@fragment
fn fragment(
@builtin(front_facing) is_front: bool,
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
// Determine which layer of the array texture to sample from based on the
// mesh tag which originates from the MeshTag component on the entity.
let layer = mesh_functions::get_tag(mesh.instance_index);
// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
// the material members
var pbr_input: PbrInput = pbr_input_new();
pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, mesh.uv, layer);
#ifdef VERTEX_COLORS
pbr_input.material.base_color = pbr_input.material.base_color * mesh.color;
#endif
let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u;
pbr_input.frag_coord = mesh.position;
pbr_input.world_position = mesh.world_position;
pbr_input.world_normal = fns::prepare_world_normal(
mesh.world_normal,
double_sided,
is_front,
);
pbr_input.is_orthographic = view.clip_from_view[3].w == 1.0;
pbr_input.N = normalize(pbr_input.world_normal);
#ifdef VERTEX_TANGENTS
let Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, mesh.uv, view.mip_bias).rgb;
let TBN = fns::calculate_tbn_mikktspace(mesh.world_normal, mesh.world_tangent);
pbr_input.N = fns::apply_normal_mapping(
pbr_input.material.flags,
TBN,
double_sided,
is_front,
Nt,
);
#endif
pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);
return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading);
}