#import bevy_pbr::{ pbr_fragment::pbr_input_from_standard_material, pbr_functions::alpha_discard, } #ifdef PREPASS_PIPELINE #import bevy_pbr::{ prepass_io::{VertexOutput, FragmentOutput}, pbr_deferred_functions::deferred_output, } #else #import bevy_pbr::{ forward_io::{VertexOutput, FragmentOutput}, pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing}, } #endif struct SurfaceUniform { shader_id: u32, flags: u32, alpha_cutoff: f32, abi_version: u32, params: array, 16>, uv_transforms: array, 8>, } @group(#{MATERIAL_BIND_GROUP}) @binding(100) var surface_uniform: SurfaceUniform; @fragment fn fragment(in: VertexOutput, @builtin(front_facing) is_front: bool) -> FragmentOutput { var pbr_input = pbr_input_from_standard_material(in, is_front); pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color); #ifdef PREPASS_PIPELINE return deferred_output(in, pbr_input); #else var out: FragmentOutput; out.color = apply_pbr_lighting(pbr_input); out.color = main_pass_post_lighting_processing(pbr_input, out.color); return out; #endif }