Blacksite/assets/shaders/blacksite_surface.wgsl
Rbanh 0798aa5d57 Build renderer and material component foundations
Add dedicated skinned rendering, pose restoration, shared Material and Material Instance slots, registry-driven components, Surface/Solari integration, transactional schema upgrades, navigation authoring, documentation, and evaluation evidence.
2026-07-12 00:24:06 -04:00

43 lines
1.2 KiB
WebGPU Shading Language

#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<vec4<f32>, 16>,
uv_transforms: array<vec4<f32>, 8>,
}
@group(#{MATERIAL_BIND_GROUP}) @binding(100) var<uniform> 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
}