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MaterialProperties

Struct MaterialProperties 

Source
pub struct MaterialProperties {
Show 17 fields pub render_method: OpaqueRendererMethod, pub alpha_mode: AlphaMode, pub mesh_pipeline_key_bits: ErasedMeshPipelineKey, pub depth_bias: f32, pub reads_view_transmission_texture: bool, pub render_phase_type: RenderPhaseType, pub material_layout: Option<BindGroupLayoutDescriptor>, pub draw_functions: SmallVec<[(Interned<dyn DrawFunctionLabel>, DrawFunctionId); 11]>, pub shaders: SmallVec<[(Interned<dyn ShaderLabel>, Handle<Shader>); 6]>, pub bindless: bool, pub base_specialize: Option<fn(&mut World, ErasedMaterialPipelineKey, &MeshVertexBufferLayoutRef, &Arc<MaterialProperties>) -> Result<CachedRenderPipelineId, SpecializedMeshPipelineError>>, pub prepass_specialize: Option<fn(&mut World, &ErasedMaterialPipelineKey, &MeshVertexBufferLayoutRef, &Arc<MaterialProperties>) -> Result<CachedRenderPipelineId, SpecializedMeshPipelineError>>, pub user_specialize: Option<fn(&(dyn Any + 'static), &mut RenderPipelineDescriptor, &MeshVertexBufferLayoutRef, ErasedMaterialPipelineKey) -> Result<(), SpecializedMeshPipelineError>>, pub material_key: ErasedMaterialKey, pub shadows_enabled: bool, pub prepass_enabled: bool, pub oit_enabled: bool,
}
Available on crate feature bevy_material only.
Expand description

Common material properties, calculated for a specific material instance.

Fields§

§render_method: OpaqueRendererMethod

Is this material should be rendered by the deferred renderer when. AlphaMode::Opaque or AlphaMode::Mask

§alpha_mode: AlphaMode

The AlphaMode of this material.

§mesh_pipeline_key_bits: ErasedMeshPipelineKey

The bits in the ErasedMeshPipelineKey for this material.

These are precalculated so that we can just “or” them together in queue_material_meshes.

§depth_bias: f32

Add a bias to the view depth of the mesh which can be used to force a specific render order for meshes with equal depth, to avoid z-fighting. The bias is in depth-texture units so large values may be needed to overcome small depth differences.

§reads_view_transmission_texture: bool

Whether the material would like to read from ViewTransmissionTexture.

This allows taking color output from the Opaque3d pass as an input, (for screen-space transmission) but requires rendering to take place in a separate Transmissive3d pass.

§render_phase_type: RenderPhaseType§material_layout: Option<BindGroupLayoutDescriptor>§draw_functions: SmallVec<[(Interned<dyn DrawFunctionLabel>, DrawFunctionId); 11]>

Backing array is a size of 11 because the StandardMaterial needs 11 draw functions by default

§shaders: SmallVec<[(Interned<dyn ShaderLabel>, Handle<Shader>); 6]>

Backing array is a size of 6 because the StandardMaterial has 6 custom shaders (frag, prepass_frag, deferred_frag, vertex, prepass_vertex, deferred vertex) which is the most common use case

§bindless: bool

Whether this material actually uses bindless resources, taking the platform support (or lack thereof) of bindless resources into account.

§base_specialize: Option<fn(&mut World, ErasedMaterialPipelineKey, &MeshVertexBufferLayoutRef, &Arc<MaterialProperties>) -> Result<CachedRenderPipelineId, SpecializedMeshPipelineError>>§prepass_specialize: Option<fn(&mut World, &ErasedMaterialPipelineKey, &MeshVertexBufferLayoutRef, &Arc<MaterialProperties>) -> Result<CachedRenderPipelineId, SpecializedMeshPipelineError>>§user_specialize: Option<fn(&(dyn Any + 'static), &mut RenderPipelineDescriptor, &MeshVertexBufferLayoutRef, ErasedMaterialPipelineKey) -> Result<(), SpecializedMeshPipelineError>>§material_key: ErasedMaterialKey

The key for this material, typically a bitfield of flags that are used to modify the pipeline descriptor used for this material.

§shadows_enabled: bool

Whether shadows are enabled for this material

§prepass_enabled: bool

Whether prepass is enabled for this material

§oit_enabled: bool

Whether OIT is enabled for this material

Implementations§

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impl MaterialProperties

Source

pub fn get_shader(&self, label: impl ShaderLabel) -> Option<Handle<Shader>>

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pub fn add_shader(&mut self, label: impl ShaderLabel, shader: Handle<Shader>)

Examples found in repository?
examples/shader_advanced/manual_material.rs (line 207)
147    fn prepare_asset(
148        source_asset: Self::SourceAsset,
149        asset_id: AssetId<Self::SourceAsset>,
150        (
151            opaque_draw_functions,
152            material_layout,
153            asset_server,
154            bind_group_allocators,
155            render_material_bindings,
156            gpu_images,
157            image_material_sampler,
158        ): &mut SystemParamItem<Self::Param>,
159    ) -> std::result::Result<Self::ErasedAsset, PrepareAssetError<Self::SourceAsset>> {
160        let material_layout = material_layout.0.clone();
161        let draw_function_id = opaque_draw_functions.read().id::<DrawMaterial>();
162        let bind_group_allocator = bind_group_allocators
163            .get_mut(&TypeId::of::<ImageMaterial>())
164            .unwrap();
165        let Some(image) = gpu_images.get(&source_asset.image) else {
166            return Err(PrepareAssetError::RetryNextUpdate(source_asset));
167        };
168        let mut unprepared = BindGroupBuilder {
169            binding_resources: UnpreparedBindingResources(vec![
170                (
171                    0,
172                    UnpreparedBindingResource::TextureView(
173                        TextureViewDimension::D2,
174                        image.texture_view.clone(),
175                    ),
176                ),
177                (
178                    1,
179                    UnpreparedBindingResource::Sampler(
180                        SamplerBindingType::NonFiltering,
181                        image_material_sampler.0.clone(),
182                    ),
183                ),
184            ]),
185            data_buffer: vec![],
186        };
187        let binding = match render_material_bindings.entry(asset_id.into()) {
188            Entry::Occupied(mut occupied_entry) => {
189                bind_group_allocator.free(*occupied_entry.get());
190                let new_binding =
191                    bind_group_allocator.allocate_unprepared(&mut unprepared, &material_layout);
192                *occupied_entry.get_mut() = new_binding;
193                new_binding
194            }
195            Entry::Vacant(vacant_entry) => *vacant_entry.insert(
196                bind_group_allocator.allocate_unprepared(&mut unprepared, &material_layout),
197            ),
198        };
199
200        let mut properties = MaterialProperties {
201            material_layout: Some(material_layout),
202            mesh_pipeline_key_bits: ErasedMeshPipelineKey::new(MeshPipelineKey::empty()),
203            base_specialize: Some(base_specialize),
204            ..Default::default()
205        };
206        properties.add_draw_function(MainPassOpaqueDrawFunction, draw_function_id);
207        properties.add_shader(MaterialFragmentShader, asset_server.load(SHADER_ASSET_PATH));
208
209        Ok(PreparedMaterial {
210            binding,
211            properties: Arc::new(properties),
212        })
213    }
Source

pub fn get_draw_function( &self, label: impl DrawFunctionLabel, ) -> Option<DrawFunctionId>

Source

pub fn add_draw_function( &mut self, label: impl DrawFunctionLabel, draw_function: DrawFunctionId, )

Examples found in repository?
examples/shader_advanced/manual_material.rs (line 206)
147    fn prepare_asset(
148        source_asset: Self::SourceAsset,
149        asset_id: AssetId<Self::SourceAsset>,
150        (
151            opaque_draw_functions,
152            material_layout,
153            asset_server,
154            bind_group_allocators,
155            render_material_bindings,
156            gpu_images,
157            image_material_sampler,
158        ): &mut SystemParamItem<Self::Param>,
159    ) -> std::result::Result<Self::ErasedAsset, PrepareAssetError<Self::SourceAsset>> {
160        let material_layout = material_layout.0.clone();
161        let draw_function_id = opaque_draw_functions.read().id::<DrawMaterial>();
162        let bind_group_allocator = bind_group_allocators
163            .get_mut(&TypeId::of::<ImageMaterial>())
164            .unwrap();
165        let Some(image) = gpu_images.get(&source_asset.image) else {
166            return Err(PrepareAssetError::RetryNextUpdate(source_asset));
167        };
168        let mut unprepared = BindGroupBuilder {
169            binding_resources: UnpreparedBindingResources(vec![
170                (
171                    0,
172                    UnpreparedBindingResource::TextureView(
173                        TextureViewDimension::D2,
174                        image.texture_view.clone(),
175                    ),
176                ),
177                (
178                    1,
179                    UnpreparedBindingResource::Sampler(
180                        SamplerBindingType::NonFiltering,
181                        image_material_sampler.0.clone(),
182                    ),
183                ),
184            ]),
185            data_buffer: vec![],
186        };
187        let binding = match render_material_bindings.entry(asset_id.into()) {
188            Entry::Occupied(mut occupied_entry) => {
189                bind_group_allocator.free(*occupied_entry.get());
190                let new_binding =
191                    bind_group_allocator.allocate_unprepared(&mut unprepared, &material_layout);
192                *occupied_entry.get_mut() = new_binding;
193                new_binding
194            }
195            Entry::Vacant(vacant_entry) => *vacant_entry.insert(
196                bind_group_allocator.allocate_unprepared(&mut unprepared, &material_layout),
197            ),
198        };
199
200        let mut properties = MaterialProperties {
201            material_layout: Some(material_layout),
202            mesh_pipeline_key_bits: ErasedMeshPipelineKey::new(MeshPipelineKey::empty()),
203            base_specialize: Some(base_specialize),
204            ..Default::default()
205        };
206        properties.add_draw_function(MainPassOpaqueDrawFunction, draw_function_id);
207        properties.add_shader(MaterialFragmentShader, asset_server.load(SHADER_ASSET_PATH));
208
209        Ok(PreparedMaterial {
210            binding,
211            properties: Arc::new(properties),
212        })
213    }

Trait Implementations§

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impl Default for MaterialProperties

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fn default() -> MaterialProperties

Returns the “default value” for a type. Read more

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

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where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self> ⓘ

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more