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.
Support for WebGPU in Bevy hasn't been released yet, this example has been compiled using the main branch.
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(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(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: custom_materials.add(CustomMaterial {
texture: asset_server.load(
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
),
}),
..default()
});
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
MainCamera,
));
}
fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
let cam_transform = camera.single_mut().into_inner();
cam_transform.rotate_around(
Vec3::ZERO,
Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
);
cam_transform.look_at(Vec3::ZERO, Vec3::Y);
}
#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
#[uuid = "b62bb455-a72c-4b56-87bb-81e0554e234f"]
pub struct CustomMaterial {
#[texture(0)]
#[sampler(1)]
texture: Handle<Image>,
}
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material_screenspace_texture.wgsl".into()
}
}