3D Rendering / Two Passes

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This example is running in WebGL2 and should work in most browsers. You can check the WebGPU examples here.

//! Renders two 3d passes to the same window from different perspectives.

use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

/// Set up a simple 3D scene
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
        material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
        ..default()
    });

    // Cube
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::default()),
        material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
        ..default()
    });

    // Light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..default()
    });

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

    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
        camera: Camera {
            // renders after / on top of the main camera
            order: 1,
            clear_color: ClearColorConfig::None,
            ..default()
        },
        ..default()
    });
}