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.
43 lines
1.2 KiB
WebGPU Shading Language
43 lines
1.2 KiB
WebGPU Shading Language
#import bevy_pbr::{
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::alpha_discard,
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}
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#ifdef PREPASS_PIPELINE
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#import bevy_pbr::{
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prepass_io::{VertexOutput, FragmentOutput},
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pbr_deferred_functions::deferred_output,
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}
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#else
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#import bevy_pbr::{
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forward_io::{VertexOutput, FragmentOutput},
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pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
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}
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#endif
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struct SurfaceUniform {
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shader_id: u32,
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flags: u32,
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alpha_cutoff: f32,
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abi_version: u32,
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params: array<vec4<f32>, 16>,
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uv_transforms: array<vec4<f32>, 8>,
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}
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@group(#{MATERIAL_BIND_GROUP}) @binding(100) var<uniform> surface_uniform: SurfaceUniform;
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@fragment
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fn fragment(in: VertexOutput, @builtin(front_facing) is_front: bool) -> FragmentOutput {
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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#ifdef PREPASS_PIPELINE
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return deferred_output(in, pbr_input);
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#else
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var out: FragmentOutput;
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out.color = apply_pbr_lighting(pbr_input);
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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return out;
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#endif
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}
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