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bevy_material (#22426)
# Objective - extract material infrastructure to be usable for scene description without a renderer - rework of #21543 on top of #22408, you can view a clean diff here: https://github.com/tychedelia/bevy/compare/type-erase-more-materials...atlv24:ad/material2?expand=1 - this is the culmination of numerous crate splits and refactors leading up to this point, and the another step towards shared 2d and 3d rendering infrastructure deduplication. ## Solution - new crate bevy_material with MaterialProperties struct that lets one define when a material draws, how it behaves, what shaders it uses, specialization functions, and bind group layouts expected. ## Testing --------- Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com> Co-authored-by: Daniel Skates <zeophlite@gmail.com>
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@@ -84,6 +84,7 @@ This is the complete `bevy` cargo feature list, without "profiles" or "collectio
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|bevy_input_focus|Enable input focus subsystem|
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|bevy_light|Provides light types such as point lights, directional lights, spotlights.|
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|bevy_log|Enable integration with `tracing` and `log`|
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|bevy_material|Provides materials.|
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|bevy_mesh|Provides a mesh format and some primitive meshing routines.|
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|bevy_mikktspace|Provides vertex tangent generation for use with bevy_mesh.|
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|bevy_pbr|Adds PBR rendering|
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