A shader that uses the WESL shading language.
use bevy::{
mesh::MeshVertexBufferLayoutRef,
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypePath,
render::render_resource::{
AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
},
shader::{ShaderDefVal, ShaderRef},
};
/// This example uses shader source files from the assets subdirectory
const FRAGMENT_SHADER_ASSET_PATH: &str = "shaders/custom_material.wesl";
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<CustomMaterial>::default(),
CustomMaterialPlugin,
))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
/// A plugin that loads the custom material shader
pub struct CustomMaterialPlugin;
/// An example utility shader that is used by the custom material
#[expect(
dead_code,
reason = "used to kept a strong handle, shader is referenced by the material"
)]
#[derive(Resource)]
struct UtilityShader(Handle<Shader>);
impl Plugin for CustomMaterialPlugin {
fn build(&self, app: &mut App) {
let handle = app
.world_mut()
.resource_mut::<AssetServer>()
.load::<Shader>("shaders/util.wesl");
app.insert_resource(UtilityShader(handle));
}
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(CustomMaterial {
time: Vec4::ZERO,
party_mode: false,
})),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn update(
time: Res<Time>,
mut query: Query<(&MeshMaterial3d<CustomMaterial>, &mut Transform)>,
mut materials: ResMut<Assets<CustomMaterial>>,
keys: Res<ButtonInput<KeyCode>>,
) {
for (material, mut transform) in query.iter_mut() {
let mut material = materials.get_mut(material).unwrap();
material.time.x = time.elapsed_secs();
if keys.just_pressed(KeyCode::Space) {
material.party_mode = !material.party_mode;
}
if material.party_mode {
transform.rotate(Quat::from_rotation_y(0.005));
}
}
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Clone)]
#[bind_group_data(CustomMaterialKey)]
struct CustomMaterial {
// Needed for 16 byte alignment on WebGL2
#[uniform(0)]
time: Vec4,
party_mode: bool,
}
#[repr(C)]
#[derive(Eq, PartialEq, Hash, Copy, Clone)]
struct CustomMaterialKey {
party_mode: bool,
}
impl From<&CustomMaterial> for CustomMaterialKey {
fn from(material: &CustomMaterial) -> Self {
Self {
party_mode: material.party_mode,
}
}
}
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
FRAGMENT_SHADER_ASSET_PATH.into()
}
fn specialize(
_pipeline: &MaterialPipeline,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push(ShaderDefVal::Bool(
"PARTY_MODE".to_string(),
key.bind_group_data.party_mode,
));
Ok(())
}
}import super::util::make_polka_dots;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(2) uv: vec2<f32>,
}
struct CustomMaterial {
// Needed for 16 byte alignment on WebGL2
time: vec4<f32>,
}
@group(3) @binding(0) var<uniform> material: CustomMaterial;
@fragment
fn fragment(
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
return make_polka_dots(mesh.uv, material.time.x);
}fn make_polka_dots(pos: vec2<f32>, time: f32) -> vec4<f32> {
let scaled_pos = pos * 6.0;
let cell = vec2<f32>(fract(scaled_pos.x), fract(scaled_pos.y));
var dist_from_center = distance(cell, vec2<f32>(0.5));
let is_even = (floor(scaled_pos.x) + floor(scaled_pos.y)) % 2.0;
var dot_color = vec3<f32>(0.0);
var is_dot = 0.0;
@if(!PARTY_MODE) {
let color1 = vec3<f32>(1.0, 0.4, 0.8); // pink
let color2 = vec3<f32>(0.6, 0.2, 1.0); // purple
dot_color = mix(color1, color2, is_even);
is_dot = step(dist_from_center, 0.3);
} @else {
let grid_x = floor(scaled_pos.x);
let grid_y = floor(scaled_pos.y);
let wave_speed = 3.0;
let wave_phase = time * wave_speed;
let diagonal_pos = (grid_x + grid_y) * 0.5;
let wave_value = sin(diagonal_pos + wave_phase);
let wave_normalized = (wave_value + 1.0) * 0.5;
let color1 = vec3<f32>(1.0, 0.3, 0.7);
let color2 = vec3<f32>(0.5, 0.1, 1.0);
let intense_color1 = vec3<f32>(1.0, 0.1, 0.9);
let intense_color2 = vec3<f32>(0.8, 0.0, 1.0);
let animated_color1 = mix(color1, intense_color1, wave_normalized);
let animated_color2 = mix(color2, intense_color2, wave_normalized);
dot_color = mix(animated_color1, animated_color2, is_even);
let size_mod = 0.15 * wave_value;
dist_from_center = dist_from_center * (1.0 - size_mod);
// Animate whether something is a dot by position but also time
is_dot = step(dist_from_center, 0.3 + wave_normalized * 0.2);
}
return vec4<f32>(dot_color * is_dot, 1.0);
}