Shaders / Extended Material

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

//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.

use bevy::{
    pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},

fn main() {
            ExtendedMaterial<StandardMaterial, MyExtension>,
        .add_systems(Startup, setup)
        .add_systems(Update, rotate_things)

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
) {
    // sphere
    commands.spawn(MaterialMeshBundle {
        mesh: meshes.add(
            Mesh::try_from(shape::Icosphere {
                radius: 1.0,
                subdivisions: 5,
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
        material: materials.add(ExtendedMaterial {
            base: StandardMaterial {
                base_color: Color::RED,
                // can be used in forward or deferred mode.
                opaque_render_method: OpaqueRendererMethod::Auto,
                // in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
                // in forward mode, the output can also be modified after lighting is applied.
                // see the fragment shader `extended_material.wgsl` for more info.
                // Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
                // change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
            extension: MyExtension { quantize_steps: 3 },

    // light
    commands.spawn((PointLightBundle::default(), Rotate));

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

struct Rotate;

fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
    for mut t in q.iter_mut() {
        t.translation = Vec3::new(
        ) * 4.0;

#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct MyExtension {
    // We need to ensure that the bindings of the base material and the extension do not conflict,
    // so we start from binding slot 100, leaving slots 0-99 for the base material.
    quantize_steps: u32,

impl MaterialExtension for MyExtension {
    fn fragment_shader() -> ShaderRef {

    fn deferred_fragment_shader() -> ShaderRef {