3D Rendering / Render to Texture

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Shows how to render to a texture. Useful for mirrors, UI, or exporting images.

use std::f32::consts::PI;  use bevy::{camera::visibility::RenderLayers, prelude::*, render::render_resource::TextureFormat};  fn main() {     App::new()         .add_plugins(DefaultPlugins)         .add_systems(Startup, setup)         .add_systems(Update, (cube_rotator_system, rotator_system))         .run(); }  // Marks the first pass cube (rendered to a texture.) #[derive(Component)] struct FirstPassCube;  // Marks the main pass cube, to which the texture is applied. #[derive(Component)] struct MainPassCube;  fn setup(     mut commands: Commands,     mut meshes: ResMut<Assets<Mesh>>,     mut materials: ResMut<Assets<StandardMaterial>>,     mut images: ResMut<Assets<Image>>, ) {     // This is the texture that will be rendered to.     let image = Image::new_target_texture(512, 512, TextureFormat::bevy_default());      let image_handle = images.add(image);      let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));     let cube_material_handle = materials.add(StandardMaterial {         base_color: Color::srgb(0.8, 0.7, 0.6),         reflectance: 0.02,         unlit: false,         ..default()     });      // This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.     let first_pass_layer = RenderLayers::layer(1);      // The cube that will be rendered to the texture.     commands.spawn((         Mesh3d(cube_handle),         MeshMaterial3d(cube_material_handle),         Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),         FirstPassCube,         first_pass_layer.clone(),     ));      // Light     // NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture     // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.     // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.     commands.spawn((         PointLight::default(),         Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),         RenderLayers::layer(0).with(1),     ));      commands.spawn((         Camera3d::default(),         Camera {             // render before the "main pass" camera             order: -1,             target: image_handle.clone().into(),             clear_color: Color::WHITE.into(),             ..default()         },         Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)).looking_at(Vec3::ZERO, Vec3::Y),         first_pass_layer,     ));      let cube_size = 4.0;     let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));      // This material has the texture that has been rendered.     let material_handle = materials.add(StandardMaterial {         base_color_texture: Some(image_handle),         reflectance: 0.02,         unlit: false,         ..default()     });      // Main pass cube, with material containing the rendered first pass texture.     commands.spawn((         Mesh3d(cube_handle),         MeshMaterial3d(material_handle),         Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),         MainPassCube,     ));      // The main pass camera.     commands.spawn((         Camera3d::default(),         Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),     )); }  /// Rotates the inner cube (first pass) fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {     for mut transform in &mut query {         transform.rotate_x(1.5 * time.delta_secs());         transform.rotate_z(1.3 * time.delta_secs());     } }  /// Rotates the outer cube (main pass) fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {     for mut transform in &mut query {         transform.rotate_x(1.0 * time.delta_secs());         transform.rotate_y(0.7 * time.delta_secs());     } }