use bevy::{ prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef, }; const SHADER_ASSET_PATH: &str = "shaders/custom_material_screenspace_texture.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default())) .add_systems(Startup, setup) .add_systems(Update, rotate_camera) .run(); } #[derive(Component)] struct MainCamera; fn setup( mut commands: Commands, asset_server: Res<AssetServer>, mut meshes: ResMut<Assets<Mesh>>, mut custom_materials: ResMut<Assets<CustomMaterial>>, mut standard_materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))), MeshMaterial3d(standard_materials.add(Color::srgb(0.3, 0.5, 0.3))), )); commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0))); commands.spawn(( Mesh3d(meshes.add(Cuboid::default())), MeshMaterial3d(custom_materials.add(CustomMaterial { texture: asset_server.load( "models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png", ), })), Transform::from_xyz(0.0, 0.5, 0.0), )); commands.spawn(( Camera3d::default(), Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y), MainCamera, )); } fn rotate_camera(mut cam_transform: Single<&mut Transform, With<MainCamera>>, time: Res<Time>) { cam_transform.rotate_around( Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_secs()), ); cam_transform.look_at(Vec3::ZERO, Vec3::Y); } #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] struct CustomMaterial { #[texture(0)] #[sampler(1)] texture: Handle<Image>, } impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } }