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Custom shaders #428

Merged
merged 17 commits into from
Jul 23, 2023
Merged

Custom shaders #428

merged 17 commits into from
Jul 23, 2023

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StarArawn
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@StarArawn StarArawn commented May 13, 2023

This PR adds custom shaders to bevy_ecs_tilemap in the form of a MaterialTilemap trait. Users can create their own materials like:

#[derive(AsBindGroup, TypeUuid, Debug, Clone, Default)]
#[uuid = "31575692-a956-4762-98e2-5d457f552d0a"]
pub struct MyMaterial {}

impl MaterialTilemap for MyMaterial {
    fn fragment_shader() -> bevy::render::render_resource::ShaderRef {
        "custom_shader.wgsl".into()
    }
}

This works fundamentally in the same way as bevy's Material2d or Material3d traits.

Migration Guide:
TilemapBundle should be replaced with StandardTilemapBundle.
TilemapBundle<T: MaterialTilemap> is now used for custom materials.

@StarArawn StarArawn requested a review from rparrett May 13, 2023 12:08
@rparrett
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This is pretty neat.

Seeing a couple issues:

  • Seems like the chunking example is misbehaving when moving away from the origin.
  • The docs for TilemapBundle and StandardTilemapBundle are identical. Would be nice for those to explain how they differ and perhaps link to each other.

And just an opinion:

  • I think TilemapBundle is a better name for StandardTilemapBundle. It seems like users not doing fancy stuff shouldn't need to think about / migrate anything.

@StarArawn
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Closes: #443

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2 participants