A material uploaded to the GPU: a render pipeline plus the bind group
layout entries it expects, ready for a
GPUMaterialInstance to bind
actual resources against.
Describes a render pipeline + its own bind group, the source type
GPUMaterial is built from via build_material. Start from
MaterialDescriptor::default() and override only the fields that
differ from a plain opaque material with no depth testing.
Registers the GPUMaterial asset pipeline (Assets<MaterialDescriptor>
→ ProcessedAssets<GPUMaterial>). Included by
WGPUPlugin; add directly only if you’re
assembling the wgpu module’s plugins by hand.
A wgpu::RenderPipeline, opaque — built only via build_material/
GPUMaterial’s Asset::upload. Bind it against a
RenderPass via
RenderPass::set_pipeline;
there’s no way to reach the underlying wgpu::RenderPipeline from
outside this crate.
A single opaque Rgba8Unorm color target with no blending — a
ready-made value for MaterialDescriptor::targets when you don’t need
anything more specific. Not applied automatically by Default (which
leaves targets empty, since the right format usually depends on the
surface/render target), so use it explicitly: targets: DEFAULT_TARGET.to_vec().