Trait bevy_sprite::Material2d
source · pub trait Material2d:
AsBindGroup
+ Asset
+ Clone
+ Sized {
// Provided methods
fn vertex_shader() -> ShaderRef { ... }
fn fragment_shader() -> ShaderRef { ... }
fn depth_bias(&self) -> f32 { ... }
fn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
key: Material2dKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> { ... }
}
Expand description
Materials are used alongside Material2dPlugin
and MaterialMesh2dBundle
to spawn entities that are rendered with a specific Material2d
type. They serve as an easy to use high level
way to render Mesh2dHandle
entities with custom shader logic.
Material2ds 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.
§Example
Here is a simple Material2d implementation. The AsBindGroup
derive has many features. To see what else is available,
check out the AsBindGroup
documentation.
#[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
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: LinearRgba,
// 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 `Material2d` have default impls. You only need to implement the
// functions that are relevant for your material.
impl Material2d 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(MaterialMesh2dBundle {
material: materials.add(CustomMaterial {
color: LinearRgba::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(2) @binding(0) var<uniform> material: CustomMaterial;
@group(2) @binding(1) var color_texture: texture_2d<f32>;
@group(2) @binding(2) var color_sampler: sampler;
Provided Methods§
sourcefn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If ShaderRef::Default
is returned, the default mesh vertex shader
will be used.
sourcefn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If ShaderRef::Default
is returned, the default mesh fragment shader
will be used.
sourcefn depth_bias(&self) -> f32
fn depth_bias(&self) -> f32
Add a bias to the view depth of the mesh which can be used to force a specific render order.
sourcefn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
key: Material2dKey<Self>,
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayoutRef, key: Material2dKey<Self>, ) -> Result<(), SpecializedMeshPipelineError>
Customizes the default RenderPipelineDescriptor
.