use bevy::{
color::palettes::basic::RED,
pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
prelude::*,
render::render_resource::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(MaterialPlugin::<
ExtendedMaterial<StandardMaterial, MyExtension>,
>::default())
.add_systems(Startup, setup)
.add_systems(Update, rotate_things)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
) {
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Sphere::new(1.0)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: RED.into(),
opaque_render_method: OpaqueRendererMethod::Auto,
..Default::default()
},
extension: MyExtension { quantize_steps: 3 },
}),
..default()
});
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
Rotate,
));
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component)]
struct Rotate;
fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
for mut t in &mut q {
t.rotate_y(time.delta_seconds());
}
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct MyExtension {
#[uniform(100)]
quantize_steps: u32,
}
impl MaterialExtension for MyExtension {
fn fragment_shader() -> ShaderRef {
"shaders/extended_material.wgsl".into()
}
fn deferred_fragment_shader() -> ShaderRef {
"shaders/extended_material.wgsl".into()
}
}