👾 bevy_eidolon
"Reality is illusion"
This is a generic instanced material, mostly for grass, foliage assemblies but could be used for fur or particles and as a high-performance replacement for gizmos when writing debugging tools in the future.
I am planning to use this as a base for other instanced materials, similar to the Material and MaterialExtension in Bevy.
[!CAUTION] This package is in early development.
What is this for?
Drawing a lot of instances (millions) that require GPU-driven rendering with no transparency/alpha masking and that need some variation in scale, color, etc., but can't be reasonably done with the default material pipeline.
Examples include grass, assemblies for foliage/trees and tools to debug them, as well as related systems (scattering, height mapping, obstacles).
Scope & Philosophy
The standard implementation only supports simple colors and basic features.
[!IMPORTANT] I don't want this to become a monster material that supports everything.
However, there is an example on how to use the standard PBR lighting, and I don't mind adding specific examples if the API is a bit more mature.
I want to focus on composability and declarativity to make it as simple as possible to write new features as custom materials.
License
Dual-licensed:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
Notes
- Uses a custom pipeline for the
VisibilityRangebecause of conflicting indices with the standard pipeline. Might also be replaced by something else in the future. - This is work in progress, I am open to discussions about the API (cover some shapes, simple cases), for now it's just a proof of concept.