A shader and a material that uses it.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::AsBindGroup,
shader::ShaderRef,
sprite_render::{AlphaMode2d, Material2d, Material2dPlugin},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_material_2d.wgsl";
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
Material2dPlugin::<CustomMaterial>::default(),
))
.add_systems(Startup, setup)
.run();
}
// Setup a simple 2d scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn(Camera2d);
// quad
commands.spawn((
Mesh2d(meshes.add(Rectangle::default())),
MeshMaterial2d(materials.add(CustomMaterial {
color: LinearRgba::BLUE,
color_texture: Some(asset_server.load("branding/icon.png")),
})),
Transform::default().with_scale(Vec3::splat(128.)),
));
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[uniform(0)]
color: LinearRgba,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn alpha_mode(&self) -> AlphaMode2d {
AlphaMode2d::Mask(0.5)
}
}#import bevy_sprite::mesh2d_vertex_output::VertexOutput
// we can import items from shader modules in the assets folder with a quoted path
#import "shaders/custom_material_import.wgsl"::COLOR_MULTIPLIER
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material_color: vec4<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var base_color_texture: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(2) var base_color_sampler: sampler;
@fragment
fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
return material_color * textureSample(base_color_texture, base_color_sampler, mesh.uv) * COLOR_MULTIPLIER;
}