Skip to main content

Shader

Struct Shader 

Source
pub struct Shader {
    pub asset_id: AssetId,
    pub vertex: StageSource,
    pub fragment: StageSource,
    pub vertex_instanced: Option<StageSource>,
    pub locator: Option<PayloadLocator>,
}
Expand description

Declares a custom shader program: the vertex and fragment stages, plus the optional GPU-instanced vertex stage.

A Shader is entirely optional. The engine ships its own main-pass program and uses it for every draw a Shader does not claim, so a world that wants standard lighting declares no Shader at all. Declare one only to replace that program with your own. The shadow pass is engine-internal (no Shader stage of its own); enable or size it with shadow_map_size in GraphicsConfig.

The engine-internal shadow map covers a ±20 m world-space region centred at the origin with 80 m depth. For larger scenes, increase shadow_map_size in GraphicsConfig to maintain resolution.

A stage that resolves no source for the running backend falls back to the engine’s own program for that stage, so a Shader may cover only the platforms it has sources for.

§More than one Shader

The first declared Shader is the world’s default: everything renders with it unless a Material names another one through its shader field. A world may declare up to 8 Shaders in total.

Three rules come with the second Shader, all enforced at build time:

  • Every fragment stage must define fragment_main_bindless. Multi-Shader worlds render through the GPU-driven bindless path, which is the only path that can switch programs per draw. A single-Shader world has no such requirement and may define just fragment_main. This applies to .metal sources, which carry one program per entry point; an .hlsl or GLSL stage compiles a single main, so there is no entry point to pick – what it must match instead is the bindless binding layout (see below).
  • Instanced, skinned, and voxel-chunk draws always use the world default. A Material naming a Shader cannot be used by an InstancedProp, a SkinnedMesh, or a VoxelWorld; give those a Material without one.
  • At most 8 Shaders, the world default included.

Planar reflections are the one case with no build-time signal: a surface reflected in a mirror is drawn with the world default Shader regardless of its Material. Reflection probe cubes capture it the same way.

A non-default Shader’s stages must be written against the engine’s bindless binding layout, not the per-draw one: the material, transform, and texture indices come from the per-frame object buffer rather than per-draw constants.

A Shader referenced only by materials belonging to one Scene is owned by that scene: its pipeline is built when the scene loads (behind the loading screen, alongside that scene’s textures and meshes) and released when the scene unloads. A Shader used across scenes, or by the world default, loads at startup.

Custom shader vertex layout: the engine always supplies vertices with 5 attributes at a fixed 56-byte stride. Any custom .metal shader must declare struct Vertex exactly as shown below: wrong attribute indices cause tangent data to be read as vertex colour, producing red/green/blue geometry:

struct Vertex {
    float3 pos     [[attribute(0)]];  // offset  0
    float3 normal  [[attribute(1)]];  // offset 12
    float3 tangent [[attribute(2)]];  // offset 24
    float3 color   [[attribute(3)]];  // offset 36
    float2 uv      [[attribute(4)]];  // offset 48
};

Buffer and texture bindings that must match:

struct DirectionalLightData {
    packed_float3 direction;
    float         intensity;
    packed_float3 color;
    float         _pad;
};

struct PointLightData {
    packed_float3 position;
    float         range;
    packed_float3 color;
    float         intensity;
};

struct ShadowUniforms {
    float4x4 light_vp;
};

Fields§

§asset_id: AssetId

Asset identity; injected via inject_name. Not part of args.

§vertex: StageSource

The vertex stage. Required.

§fragment: StageSource

The fragment stage. Required.

§vertex_instanced: Option<StageSource>

The GPU-instanced vertex stage. Required only for worlds with InstancedProp components.

§locator: Option<PayloadLocator>

Injected at load time from BlobAssetDef::payload.

Implementations§

Source§

impl Shader

Source

pub fn stage(&self, kind: ShaderKind) -> Option<&StageSource>

The declared source for kind, if that stage is present.

Trait Implementations§

Source§

impl Clone for Shader

Source§

fn clone(&self) -> Shader

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Component for Shader

Source§

const NAME: &'static str = "Shader"

The registry name a world authors this component under.
Source§

fn from_baked(bytes: &[u8]) -> Result<Shader, CnResult>

Reconstruct this component from a blob record, whose bytes are the serialized runtime component (cook already ran the asset -> component translation). The default rejects: runtime-only components are never stored in a blob, so only loadable types provide an implementation.
Source§

fn inject_locator(&mut self, locator: PayloadLocator)

Called after construction to inject the payload locator from the blob def. Only meaningful for components with a compiled payload. The default implementation does nothing (correct for most components).
Source§

fn inject_name(&mut self, id: AssetId)

Called after construction to inject the asset’s identity from the blob def. Only meaningful for components that look themselves up by id at runtime. The default implementation does nothing.
Source§

impl ComponentSlot for Shader

Source§

const DISCRIMINANT: u8

The component type’s stable id, used as its ComponentId.
Source§

fn slot(s: &ComponentStorage) -> &Column<Shader>

Borrow this type’s column out of the storage.
Source§

fn slot_mut(s: &mut ComponentStorage) -> &mut Column<Shader>

Mutably borrow this type’s column out of the storage.
Source§

impl Debug for Shader

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
Source§

impl Default for Shader

Source§

fn default() -> Shader

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

impl<'de> Deserialize<'de> for Shader

Source§

fn deserialize<__D>( __deserializer: __D, ) -> Result<Shader, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
Source§

impl From<Shader> for ComponentAsset

Source§

fn from(c: Shader) -> ComponentAsset

Converts to this type from the input type.
Source§

impl RuntimeComponent for Shader

Source§

impl Serialize for Shader

Source§

fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

Source§

impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

Source§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<S> FromSample<S> for S

Source§

fn from_sample_(s: S) -> S

Source§

impl<T> Instrument for T

Source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
Source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> IntoEither for T

Source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

Source§

fn into_sample(self) -> T

Source§

impl<T> Pointable for T

Source§

const ALIGN: usize

The alignment of pointer.
Source§

type Init = T

The type for initializers.
Source§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
Source§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
Source§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
Source§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
Source§

impl<T> Read<Exclusive, BecauseExclusive> for T
where T: ?Sized,

Source§

impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

Source§

fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
Source§

fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
Source§

fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

Source§

fn to_sample_(self) -> U

Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = !

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> WithSubscriber for T

Source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

fn with_current_subscriber(self) -> WithDispatch<Self>

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