Shaders / Custom Vertex Attribute

Back to examples View in GitHub

Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.

//! A shader that reads a mesh's custom vertex attribute.

use bevy::{
    pbr::{MaterialPipeline, MaterialPipelineKey},
    prelude::*,
    reflect::TypePath,
    render::{
        mesh::{MeshVertexAttribute, MeshVertexBufferLayout},
        render_resource::{
            AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
            VertexFormat,
        },
    },
};

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
        .add_systems(Startup, setup)
        .run();
}

// A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
// See the MeshVertexAttribute docs for more info.
const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
    MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);

/// set up a simple 3D scene
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<CustomMaterial>>,
) {
    let mesh = Mesh::from(Cuboid::default())
        // Sets the custom attribute
        .with_inserted_attribute(
            ATTRIBUTE_BLEND_COLOR,
            // The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
            vec![[1.0, 0.0, 0.0, 1.0]; 24],
        );

    // cube
    commands.spawn(MaterialMeshBundle {
        mesh: meshes.add(mesh),
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
        material: materials.add(CustomMaterial {
            color: Color::WHITE,
        }),
        ..default()
    });

    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}

// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
    #[uniform(0)]
    color: Color,
}

impl Material for CustomMaterial {
    fn vertex_shader() -> ShaderRef {
        "shaders/custom_vertex_attribute.wgsl".into()
    }
    fn fragment_shader() -> ShaderRef {
        "shaders/custom_vertex_attribute.wgsl".into()
    }

    fn specialize(
        _pipeline: &MaterialPipeline<Self>,
        descriptor: &mut RenderPipelineDescriptor,
        layout: &MeshVertexBufferLayout,
        _key: MaterialPipelineKey<Self>,
    ) -> Result<(), SpecializedMeshPipelineError> {
        let vertex_layout = layout.get_layout(&[
            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
            ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
        ])?;
        descriptor.vertex.buffers = vec![vertex_layout];
        Ok(())
    }
}