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pub trait Material: 'static + AsBindGroup + Send + Sync + Clone + TypeUuid {
    fn vertex_shader() -> ShaderRef { ... }
    fn fragment_shader() -> ShaderRef { ... }
    fn alpha_mode(&self) -> AlphaMode { ... }
    fn depth_bias(&self) -> f32 { ... }
    fn specialize(
        pipeline: &MaterialPipeline<Self>,
        descriptor: &mut RenderPipelineDescriptor,
        layout: &Hashed<InnerMeshVertexBufferLayout, FixedState>,
        key: MaterialPipelineKey<Self>
    ) -> Result<(), SpecializedMeshPipelineError> { ... } }
Expand description

Materials are used alongside MaterialPlugin and MaterialMeshBundle to spawn entities that are rendered with a specific Material type. They serve as an easy to use high level way to render Mesh entities with custom shader logic.

Materials must implement AsBindGroup to define how data will be transferred to the GPU and bound in shaders. AsBindGroup can be derived, which makes generating bindings straightforward. See the AsBindGroup docs for details.

Materials must also implement TypeUuid so they can be treated as an Asset.

Example

Here is a simple Material implementation. The AsBindGroup derive has many features. To see what else is available, check out the AsBindGroup documentation.


#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
    // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
    // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
    #[uniform(0)]
    color: Color,
    // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
    // add the sampler attribute with a different binding index.
    #[texture(1)]
    #[sampler(2)]
    color_texture: Handle<Image>,
}

// All functions on `Material` have default impls. You only need to implement the
// functions that are relevant for your material.
impl Material for CustomMaterial {
    fn fragment_shader() -> ShaderRef {
        "shaders/custom_material.wgsl".into()
    }
}

// Spawn an entity using `CustomMaterial`.
fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
    commands.spawn_bundle(MaterialMeshBundle {
        material: materials.add(CustomMaterial {
            color: Color::RED,
            color_texture: asset_server.load("some_image.png"),
        }),
        ..Default::default()
    });
}

In WGSL shaders, the material’s binding would look like this:

struct CustomMaterial {
    color: vec4<f32>,
};

@group(1) @binding(0)
var<uniform> material: CustomMaterial;
@group(1) @binding(1)
var color_texture: texture_2d<f32>;
@group(1) @binding(2)
var color_sampler: sampler;

Provided Methods

Returns this material’s vertex shader. If ShaderRef::Default is returned, the default mesh vertex shader will be used.

Returns this material’s fragment shader. If ShaderRef::Default is returned, the default mesh fragment shader will be used.

Returns this material’s AlphaMode. Defaults to AlphaMode::Opaque.

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.

Customizes the default RenderPipelineDescriptor for a specific entity using the entity’s MaterialPipelineKey and MeshVertexBufferLayout as input.

Implementors