ui_material.rs:
use bevy::prelude::*;
use bevy::reflect::TypePath;
use bevy::render::render_resource::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
for (_, material) in ui_materials.iter_mut() {
let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
material.color = LinearRgba::from(new_color).to_f32_array().into();
}
}
fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn(MaterialNodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Px(250.0),
height: Val::Px(250.0),
..default()
},
material: ui_materials.add(CustomUiMaterial {
color: LinearRgba::WHITE.to_f32_array().into(),
}),
..default()
});
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
#[uniform(0)]
color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/circle_shader.wgsl".into()
}
}
shaders/circle_shader.wgsl:
#import bevy_ui::ui_vertex_output::UiVertexOutput
struct CustomUiMaterial {
@location(0) color: vec4<f32>
}
@group(1) @binding(0)
var<uniform> input: CustomUiMaterial;
@fragment
fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
let uv = in.uv * 2.0 - 1.0;
let alpha = 1.0 - pow(sqrt(dot(uv, uv)), 100.0);
return vec4<f32>(input.color.rgb, alpha);
}