shader_material_screenspace_texture/
shader_material_screenspace_texture.rs1use bevy::{
4 prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
5};
6
7const SHADER_ASSET_PATH: &str = "shaders/custom_material_screenspace_texture.wgsl";
9
10fn 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)]
19struct MainCamera;
20
21fn 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 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
52fn 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)]
61struct CustomMaterial {
62 #[texture(0)]
63 #[sampler(1)]
64 texture: Handle<Image>,
65}
66
67impl Material for CustomMaterial {
68 fn fragment_shader() -> ShaderRef {
69 SHADER_ASSET_PATH.into()
70 }
71}