bevy_feronia 0.8.2

Foliage/grass scattering tools and wind simulation shaders/materials that prioritize visual fidelity/artistic freedom, a declarative api and modularity.
Documentation
#define_import_path bevy_feronia::forward_sss_io

struct VertexOutput {
    // Standard Bevy PBR fields
    @builtin(position) position: vec4<f32>,
    @location(0) world_position: vec4<f32>,
    @location(1) world_normal: vec3<f32>,

#ifdef VERTEX_UVS_A
    @location(2) uv: vec2<f32>,
#endif
#ifdef VERTEX_UVS_B
    @location(3) uv_b: vec2<f32>,
#endif
#ifdef VERTEX_TANGENTS
    @location(4) world_tangent: vec4<f32>,
#endif
#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
    @location(6) @interpolate(flat) instance_index: u32,
#endif
#ifdef VISIBILITY_RANGE_DITHER
    @location(7) @interpolate(flat) visibility_range_dither : i32,
#endif
#ifdef SUBSURFACE_SCATTERING
    @location(8) thinness_factor: f32,
#endif
};