跳到正文
cccskills
免费在 GitHub 公开

bevy-shaders

Bevy ECS skill for shaders. Keywords: Bevy, shader, material, bevy_shader, bevy_material, StandardMaterial.

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(2)

  • SKILL.md8.1 KB
  • references/ecs-ownership.md526 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy shaders and materials

When to use

Load this when a surface needs a custom material or a full-screen effect. StandardMaterial field lists stay on bevy-3d-materials. Shader source is WGSL loaded as an asset.

ECS shape

  • Shader asset: AssetServer loads a Shader from a path. ShaderRef::Handle or a path string points a material at that asset.
  • Material: implement Material, derive AsBindGroup, and register MaterialPlugin::<T>. The engine extracts materials. Do not schedule a shader compiler.
  • Full-screen: Bloom is a camera component from bevy::post_process. It requires an HDR camera, which the component requests itself.

Examples

[dependencies]
bevy = "0.20"

A material stores a color uniform and names its fragment shader. Register the plugin before any system spawns that material.

use bevy::pbr::{Material, MaterialPlugin};
use bevy::render::render_resource::AsBindGroup;
use bevy::shader::ShaderRef;

#[derive(Asset, TypePath, AsBindGroup, Clone)]
struct PulseMaterial {
    #[uniform(0)]
    color: LinearRgba,
}

impl Material for PulseMaterial {
    fn fragment_shader() -> ShaderRef {
        "shaders/pulse.wgsl".into()
    }
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(MaterialPlugin::<PulseMaterial>::default())
        .run();
}

Spawn uses the same mesh and material components as a PBR surface. The asset store owns the material.

use bevy::pbr::Material;
use bevy::render::render_resource::AsBindGroup;
use bevy::shader::ShaderRef;

#[derive(Asset, TypePath, AsBindGroup, Clone)]
struct PulseMaterial {
    #[uniform(0)]
    color: LinearRgba,
}

impl Material for PulseMaterial {
    fn fragment_shader() -> ShaderRef {
        "shaders/pulse.wgsl".into()
    }
}

fn spawn_pulse(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<PulseMaterial>>,
) {
    let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
    let material = materials.add(PulseMaterial {
        color: LinearRgba::rgb(0.2, 0.7, 0.9),
    });
    commands.spawn((
        Mesh3d(mesh),
        MeshMaterial3d(material),
        Transform::default(),
    ));
}

Load the shader yourself when the handle must be explicit. ShaderRef accepts that handle.

use bevy::shader::{Shader, ShaderRef};

#[derive(Resource)]
struct PulseShader(Handle<Shader>);

fn load_pulse(asset_server: Res<AssetServer>, mut commands: Commands) {
    let handle: Handle<Shader> = asset_server.load("shaders/pulse.wgsl");
    commands.insert_resource(PulseShader(handle));
}

fn shader_ref(shader: Res<PulseShader>) -> ShaderRef {
    shader.0.clone().into()
}

Bloom is the full-screen pass. Intensity is the scene-wide scatter amount.

use bevy::post_process::bloom::Bloom;

fn spawn_bloom_camera(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        Bloom {
            intensity: 0.2,
            ..default()
        },
    ));
}

Same job, Bevy types

DesignBevy idiom
ShaderMaterialMaterial plus a WGSL path in fragment_shader
Spatial shaderVertex and fragment ShaderRef on that material
Full-screen passBloom (or another bevy::post_process component) on the camera

Scope

WGSL entry points live in the shader file the ShaderRef names. Bindings are the AsBindGroup fields on the material struct. Pipeline specialization stays inside the material plugin.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA scene-tree script hung on the entity
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No Godot shader language or hint syntax. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays 0.20.0. Custom surfaces use Material, AsBindGroup, and MaterialPlugin. StandardMaterial field lists stay on bevy-3d-materials.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题