-
-
Notifications
You must be signed in to change notification settings - Fork 4.4k
Closed
Labels
C-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorS-Needs-TriageThis issue needs to be labelledThis issue needs to be labelled
Description
Bevy version
main, bisected to #17787
Relevant system information
SystemInfo { os: "macOS 15.3 Sequoia", kernel: "24.3.0", cpu: "Apple M4 Max", core_count: "16", memory: "64.0 GiB" }
AdapterInfo { name: "Apple M4 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
What you did
Modified the shader_defs example:
- Make everything 2d
- Add a system that changes one of the materials when space is pressed
Expand modified 2d shader_defs.rs
//! A shader that uses "shaders defs", which selectively toggle parts of a shader.
use bevy::{
prelude::*,
reflect::TypePath,
render::{
mesh::MeshVertexBufferLayoutRef,
render_resource::{
AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
},
},
sprite::{Material2d, Material2dKey, Material2dPlugin},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/shader_defs.wgsl";
#[derive(Component)]
struct Controllable;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
Material2dPlugin::<CustomMaterial>::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, control)
.run();
}
/// set up a simple 2d scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// blue cube
commands.spawn((
Mesh2d(meshes.add(Rectangle::default())),
MeshMaterial2d(materials.add(CustomMaterial {
color: LinearRgba::BLUE,
is_red: false,
})),
Transform::from_xyz(-100.0, 50., 0.0).with_scale(Vec2::splat(100.).extend(1.)),
Controllable,
));
// red cube (with green color overridden by the IS_RED "shader def")
commands.spawn((
Mesh2d(meshes.add(Rectangle::default())),
MeshMaterial2d(materials.add(CustomMaterial {
color: LinearRgba::GREEN,
is_red: true,
})),
Transform::from_xyz(100.0, 50., 0.0).with_scale(Vec2::splat(100.).extend(1.)),
));
// camera
commands.spawn(Camera2d::default());
}
fn control(
handles: Query<&MeshMaterial2d<CustomMaterial>, With<Controllable>>,
mut materials: ResMut<Assets<CustomMaterial>>,
input: Res<ButtonInput<KeyCode>>,
) {
if !input.just_pressed(KeyCode::Space) {
return;
}
for handle in &handles {
let Some(mat) = materials.get_mut(handle) else {
continue;
};
mat.is_red = !mat.is_red;
}
}
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn specialize(
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
key: Material2dKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.is_red {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push("IS_RED".into());
}
Ok(())
}
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
#[bind_group_data(CustomMaterialKey)]
struct CustomMaterial {
#[uniform(0)]
color: LinearRgba,
is_red: bool,
}
// This key is used to identify a specific permutation of this material pipeline.
// In this case, we specialize on whether or not to configure the "IS_RED" shader def.
// Specialization keys should be kept as small / cheap to hash as possible,
// as they will be used to look up the pipeline for each drawn entity with this material type.
#[derive(Eq, PartialEq, Hash, Clone)]
struct CustomMaterialKey {
is_red: bool,
}
impl From<&CustomMaterial> for CustomMaterialKey {
fn from(material: &CustomMaterial) -> Self {
Self {
is_red: material.is_red,
}
}
}cargo run --example shader_defs
What went wrong
Left square should toggle between blue and red.
Instead, the square only changes on the first press. After that, it stays red.
Additional information
- @hukasu may be investigating a related but different bug. Credit to them for the discovery.
- After doing some light archaeology, It seems to me like 2d is missing the following:
But there appears to be more to the story, because adding those results in some errors I don't understand.
app.add_plugins(( BinnedRenderPhasePlugin::<Opaque2d, Mesh2dPipeline>::new(RenderDebugFlags::default()), BinnedRenderPhasePlugin::<AlphaMask2d, Mesh2dPipeline>::new(RenderDebugFlags::default()), SortedRenderPhasePlugin::<Transparent2d, Mesh2dPipeline>::new(RenderDebugFlags::default()), ));
- This does work in 3d.
Expand 3d NON-repro
//! A shader that uses "shaders defs", which selectively toggle parts of a shader.
use bevy::{
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypePath,
render::{
mesh::MeshVertexBufferLayoutRef,
render_resource::{
AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
},
},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/shader_defs.wgsl";
#[derive(Component)]
struct Controllable;
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.add_systems(Update, control)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// blue cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(CustomMaterial {
color: LinearRgba::BLUE,
is_red: false,
})),
Transform::from_xyz(-1.0, 0.5, 0.0),
Controllable,
));
// red cube (with green color overridden by the IS_RED "shader def")
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(CustomMaterial {
color: LinearRgba::GREEN,
is_red: true,
})),
Transform::from_xyz(1.0, 0.5, 0.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn control(
handles: Query<&MeshMaterial3d<CustomMaterial>, With<Controllable>>,
mut materials: ResMut<Assets<CustomMaterial>>,
input: Res<ButtonInput<KeyCode>>,
) {
if !input.just_pressed(KeyCode::Space) {
return;
}
for handle in &handles {
let Some(mat) = materials.get_mut(handle) else {
continue;
};
mat.is_red = !mat.is_red;
}
}
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.is_red {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push("IS_RED".into());
}
Ok(())
}
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
#[bind_group_data(CustomMaterialKey)]
struct CustomMaterial {
#[uniform(0)]
color: LinearRgba,
is_red: bool,
}
// This key is used to identify a specific permutation of this material pipeline.
// In this case, we specialize on whether or not to configure the "IS_RED" shader def.
// Specialization keys should be kept as small / cheap to hash as possible,
// as they will be used to look up the pipeline for each drawn entity with this material type.
#[derive(Eq, PartialEq, Hash, Clone)]
struct CustomMaterialKey {
is_red: bool,
}
impl From<&CustomMaterial> for CustomMaterialKey {
fn from(material: &CustomMaterial) -> Self {
Self {
is_red: material.is_red,
}
}
}Metadata
Metadata
Assignees
Labels
C-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorS-Needs-TriageThis issue needs to be labelledThis issue needs to be labelled