#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 FighterExtendedMaterial { status_color: vec4, status_color_intensity: f32, #ifdef SIXTEEN_BYTE_ALIGNMENT // Web examples WebGL2 support: structs must be 16 byte aligned. _webgl2_padding_8b: u32, _webgl2_padding_12b: u32, _webgl2_padding_16b: u32, #endif } @group(#{MATERIAL_BIND_GROUP}) @binding(100) var fighter_material: FighterExtendedMaterial; @fragment fn fragment( in: VertexOutput, @builtin(front_facing) is_front: bool, ) -> FragmentOutput { // generate a PbrInput struct from the StandardMaterial bindings var pbr_input = pbr_input_from_standard_material(in, is_front); // we can optionally modify the input before lighting and alpha_discard is applied //pbr_input.material.base_color.b = pbr_input.material.base_color.r; // alpha discard pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color); #ifdef PREPASS_PIPELINE // in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader. let out = deferred_output(in, pbr_input); #else var out: FragmentOutput; // apply lighting out.color = apply_pbr_lighting(pbr_input); // we can optionally modify the lit color before post-processing is applied var quantize_steps: i32 = 2; out.color = vec4(vec4(out.color * f32(quantize_steps))) / f32(quantize_steps); // apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr) // note this does not include fullscreen postprocessing effects like bloom. out.color = main_pass_post_lighting_processing(pbr_input, out.color); out.color = mix(out.color, fighter_material.status_color, fighter_material.status_color_intensity * 0.5); #endif return out; }