#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 #ifdef OIT_ENABLED #import bevy_core_pipeline::oit::oit_draw #endif @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); #ifdef VERTEX_COLORS // Multiply emissive color by vertex color pbr_input.material.emissive *= vec4(in.color.rgb, 1.0); #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 #ifdef OIT_ENABLED oit_draw(in.position, out.color, false); discard; #else return out; #endif }