Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/shader/shader_material_screenspace_texture.rs
6595 views
1
//! A shader that samples a texture with view-independent UV coordinates.
2
3
use bevy::{
4
prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
5
};
6
7
/// This example uses a shader source file from the assets subdirectory
8
const SHADER_ASSET_PATH: &str = "shaders/custom_material_screenspace_texture.wgsl";
9
10
fn main() {
11
App::new()
12
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
13
.add_systems(Startup, setup)
14
.add_systems(Update, rotate_camera)
15
.run();
16
}
17
18
#[derive(Component)]
19
struct MainCamera;
20
21
fn setup(
22
mut commands: Commands,
23
asset_server: Res<AssetServer>,
24
mut meshes: ResMut<Assets<Mesh>>,
25
mut custom_materials: ResMut<Assets<CustomMaterial>>,
26
mut standard_materials: ResMut<Assets<StandardMaterial>>,
27
) {
28
commands.spawn((
29
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
30
MeshMaterial3d(standard_materials.add(Color::srgb(0.3, 0.5, 0.3))),
31
));
32
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
33
34
commands.spawn((
35
Mesh3d(meshes.add(Cuboid::default())),
36
MeshMaterial3d(custom_materials.add(CustomMaterial {
37
texture: asset_server.load(
38
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
39
),
40
})),
41
Transform::from_xyz(0.0, 0.5, 0.0),
42
));
43
44
// camera
45
commands.spawn((
46
Camera3d::default(),
47
Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
48
MainCamera,
49
));
50
}
51
52
fn rotate_camera(mut cam_transform: Single<&mut Transform, With<MainCamera>>, time: Res<Time>) {
53
cam_transform.rotate_around(
54
Vec3::ZERO,
55
Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_secs()),
56
);
57
cam_transform.look_at(Vec3::ZERO, Vec3::Y);
58
}
59
60
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
61
struct CustomMaterial {
62
#[texture(0)]
63
#[sampler(1)]
64
texture: Handle<Image>,
65
}
66
67
impl Material for CustomMaterial {
68
fn fragment_shader() -> ShaderRef {
69
SHADER_ASSET_PATH.into()
70
}
71
}
72
73