Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/shader/shader_prepass.rs
6595 views
1
//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
2
//! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
3
//! The textures are not generated for any material using alpha blending.
4
5
use bevy::{
6
core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
7
light::NotShadowCaster,
8
pbr::PbrPlugin,
9
prelude::*,
10
reflect::TypePath,
11
render::render_resource::{AsBindGroup, ShaderType},
12
shader::ShaderRef,
13
};
14
15
/// This example uses a shader source file from the assets subdirectory
16
const PREPASS_SHADER_ASSET_PATH: &str = "shaders/show_prepass.wgsl";
17
const MATERIAL_SHADER_ASSET_PATH: &str = "shaders/custom_material.wgsl";
18
19
fn main() {
20
App::new()
21
.add_plugins((
22
DefaultPlugins.set(PbrPlugin {
23
// The prepass is enabled by default on the StandardMaterial,
24
// but you can disable it if you need to.
25
//
26
// prepass_enabled: false,
27
..default()
28
}),
29
MaterialPlugin::<CustomMaterial>::default(),
30
MaterialPlugin::<PrepassOutputMaterial> {
31
// This material only needs to read the prepass textures,
32
// but the meshes using it should not contribute to the prepass render, so we can disable it.
33
prepass_enabled: false,
34
..default()
35
},
36
))
37
.add_systems(Startup, setup)
38
.add_systems(Update, (rotate, toggle_prepass_view))
39
.run();
40
}
41
42
/// set up a simple 3D scene
43
fn setup(
44
mut commands: Commands,
45
mut meshes: ResMut<Assets<Mesh>>,
46
mut materials: ResMut<Assets<CustomMaterial>>,
47
mut std_materials: ResMut<Assets<StandardMaterial>>,
48
mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
49
asset_server: Res<AssetServer>,
50
) {
51
// camera
52
commands.spawn((
53
Camera3d::default(),
54
Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
55
// Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
56
Msaa::Off,
57
// To enable the prepass you need to add the components associated with the ones you need
58
// This will write the depth buffer to a texture that you can use in the main pass
59
DepthPrepass,
60
// This will generate a texture containing world normals (with normal maps applied)
61
NormalPrepass,
62
// This will generate a texture containing screen space pixel motion vectors
63
MotionVectorPrepass,
64
));
65
66
// plane
67
commands.spawn((
68
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
69
MeshMaterial3d(std_materials.add(Color::srgb(0.3, 0.5, 0.3))),
70
));
71
72
// A quad that shows the outputs of the prepass
73
// To make it easy, we just draw a big quad right in front of the camera.
74
// For a real application, this isn't ideal.
75
commands.spawn((
76
Mesh3d(meshes.add(Rectangle::new(20.0, 20.0))),
77
MeshMaterial3d(depth_materials.add(PrepassOutputMaterial {
78
settings: ShowPrepassSettings::default(),
79
})),
80
Transform::from_xyz(-0.75, 1.25, 3.0).looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
81
NotShadowCaster,
82
));
83
84
// Opaque cube
85
commands.spawn((
86
Mesh3d(meshes.add(Cuboid::default())),
87
MeshMaterial3d(materials.add(CustomMaterial {
88
color: LinearRgba::WHITE,
89
color_texture: Some(asset_server.load("branding/icon.png")),
90
alpha_mode: AlphaMode::Opaque,
91
})),
92
Transform::from_xyz(-1.0, 0.5, 0.0),
93
Rotates,
94
));
95
96
// Cube with alpha mask
97
commands.spawn((
98
Mesh3d(meshes.add(Cuboid::default())),
99
MeshMaterial3d(std_materials.add(StandardMaterial {
100
alpha_mode: AlphaMode::Mask(1.0),
101
base_color_texture: Some(asset_server.load("branding/icon.png")),
102
..default()
103
})),
104
Transform::from_xyz(0.0, 0.5, 0.0),
105
));
106
107
// Cube with alpha blending.
108
// Transparent materials are ignored by the prepass
109
commands.spawn((
110
Mesh3d(meshes.add(Cuboid::default())),
111
MeshMaterial3d(materials.add(CustomMaterial {
112
color: LinearRgba::WHITE,
113
color_texture: Some(asset_server.load("branding/icon.png")),
114
alpha_mode: AlphaMode::Blend,
115
})),
116
Transform::from_xyz(1.0, 0.5, 0.0),
117
));
118
119
// light
120
commands.spawn((
121
PointLight {
122
shadows_enabled: true,
123
..default()
124
},
125
Transform::from_xyz(4.0, 8.0, 4.0),
126
));
127
128
commands.spawn((
129
Text::default(),
130
Node {
131
position_type: PositionType::Absolute,
132
top: px(12),
133
left: px(12),
134
..default()
135
},
136
children![
137
TextSpan::new("Prepass Output: transparent\n"),
138
TextSpan::new("\n\n"),
139
TextSpan::new("Controls\n"),
140
TextSpan::new("---------------\n"),
141
TextSpan::new("Space - Change output\n"),
142
],
143
));
144
}
145
146
// This is the struct that will be passed to your shader
147
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
148
struct CustomMaterial {
149
#[uniform(0)]
150
color: LinearRgba,
151
#[texture(1)]
152
#[sampler(2)]
153
color_texture: Option<Handle<Image>>,
154
alpha_mode: AlphaMode,
155
}
156
157
/// Not shown in this example, but if you need to specialize your material, the specialize
158
/// function will also be used by the prepass
159
impl Material for CustomMaterial {
160
fn fragment_shader() -> ShaderRef {
161
MATERIAL_SHADER_ASSET_PATH.into()
162
}
163
164
fn alpha_mode(&self) -> AlphaMode {
165
self.alpha_mode
166
}
167
168
// You can override the default shaders used in the prepass if your material does
169
// anything not supported by the default prepass
170
// fn prepass_fragment_shader() -> ShaderRef {
171
// "shaders/custom_material.wgsl".into()
172
// }
173
}
174
175
#[derive(Component)]
176
struct Rotates;
177
178
fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
179
for mut t in q.iter_mut() {
180
let rot = (ops::sin(time.elapsed_secs()) * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
181
t.rotation = Quat::from_rotation_z(rot);
182
}
183
}
184
185
#[derive(Debug, Clone, Default, ShaderType)]
186
struct ShowPrepassSettings {
187
show_depth: u32,
188
show_normals: u32,
189
show_motion_vectors: u32,
190
padding_1: u32,
191
padding_2: u32,
192
}
193
194
// This shader simply loads the prepass texture and outputs it directly
195
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
196
struct PrepassOutputMaterial {
197
#[uniform(0)]
198
settings: ShowPrepassSettings,
199
}
200
201
impl Material for PrepassOutputMaterial {
202
fn fragment_shader() -> ShaderRef {
203
PREPASS_SHADER_ASSET_PATH.into()
204
}
205
206
// This needs to be transparent in order to show the scene behind the mesh
207
fn alpha_mode(&self) -> AlphaMode {
208
AlphaMode::Blend
209
}
210
}
211
212
/// Every time you press space, it will cycle between transparent, depth and normals view
213
fn toggle_prepass_view(
214
mut prepass_view: Local<u32>,
215
keycode: Res<ButtonInput<KeyCode>>,
216
material_handle: Single<&MeshMaterial3d<PrepassOutputMaterial>>,
217
mut materials: ResMut<Assets<PrepassOutputMaterial>>,
218
text: Single<Entity, With<Text>>,
219
mut writer: TextUiWriter,
220
) {
221
if keycode.just_pressed(KeyCode::Space) {
222
*prepass_view = (*prepass_view + 1) % 4;
223
224
let label = match *prepass_view {
225
0 => "transparent",
226
1 => "depth",
227
2 => "normals",
228
3 => "motion vectors",
229
_ => unreachable!(),
230
};
231
let text = *text;
232
*writer.text(text, 1) = format!("Prepass Output: {label}\n");
233
writer.for_each_color(text, |mut color| {
234
color.0 = Color::WHITE;
235
});
236
237
let mat = materials.get_mut(*material_handle).unwrap();
238
mat.settings.show_depth = (*prepass_view == 1) as u32;
239
mat.settings.show_normals = (*prepass_view == 2) as u32;
240
mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
241
}
242
}
243
244