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shader_material_2d.rs
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shader_material_2d.rs
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//! A shader and a material that uses it.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
/// 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(Camera2dBundle::default());
// quad
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(CustomMaterial {
color: LinearRgba::BLUE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
..default()
});
}
// 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()
}
}