it heccin borken

This commit is contained in:
Nova
2025-09-01 01:19:21 -07:00
committed by Schmarni
parent a5b4939b57
commit e69d85cc56
3 changed files with 138 additions and 17 deletions

View File

@@ -0,0 +1,62 @@
#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 MyExtendedMaterial {
quantize_steps: u32,
}
@group(2) @binding(100)
var<uniform> my_extended_material: MyExtendedMaterial;
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
#ifdef VERTEX_COLORS
var out: FragmentOutput;
// apply lighting
out.color = in.color;
return out;
#endif
// generate a PbrInput struct from the StandardMaterial bindings
var pbr_input = pbr_input_from_standard_material(in, is_front);
#ifdef VERTEX_COLORS
// Multiply emissive color by vertex color
pbr_input.material.emissive.rgb *= in.color.rgb;
#endif
// 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);
// 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);
#endif
return out;
}