shader_material_2d/
shader_material_2d.rs

1//! A shader and a material that uses it.
2
3use bevy::{
4    prelude::*,
5    reflect::TypePath,
6    render::render_resource::AsBindGroup,
7    shader::ShaderRef,
8    sprite_render::{AlphaMode2d, Material2d, Material2dPlugin},
9};
10
11/// This example uses a shader source file from the assets subdirectory
12const SHADER_ASSET_PATH: &str = "shaders/custom_material_2d.wgsl";
13
14fn main() {
15    App::new()
16        .add_plugins((
17            DefaultPlugins,
18            Material2dPlugin::<CustomMaterial>::default(),
19        ))
20        .add_systems(Startup, setup)
21        .run();
22}
23
24// Setup a simple 2d scene
25fn setup(
26    mut commands: Commands,
27    mut meshes: ResMut<Assets<Mesh>>,
28    mut materials: ResMut<Assets<CustomMaterial>>,
29    asset_server: Res<AssetServer>,
30) {
31    // camera
32    commands.spawn(Camera2d);
33
34    // quad
35    commands.spawn((
36        Mesh2d(meshes.add(Rectangle::default())),
37        MeshMaterial2d(materials.add(CustomMaterial {
38            color: LinearRgba::BLUE,
39            color_texture: Some(asset_server.load("branding/icon.png")),
40        })),
41        Transform::default().with_scale(Vec3::splat(128.)),
42    ));
43}
44
45// This is the struct that will be passed to your shader
46#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
47struct CustomMaterial {
48    #[uniform(0)]
49    color: LinearRgba,
50    #[texture(1)]
51    #[sampler(2)]
52    color_texture: Option<Handle<Image>>,
53}
54
55/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
56/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
57impl Material2d for CustomMaterial {
58    fn fragment_shader() -> ShaderRef {
59        SHADER_ASSET_PATH.into()
60    }
61
62    fn alpha_mode(&self) -> AlphaMode2d {
63        AlphaMode2d::Mask(0.5)
64    }
65}