Files
bevy/examples/ui/ui_material.rs
Rostyslav Lesovyi 9fd2637846 Add tools to avoid unnecessary AssetEvent::Modified events that lead to rendering performance costs (#16751) (#22460)
# Objective

- Fixes #16751

## Solution

- `Assets::get_mut` now returns a wrapper `AssetMut` type instead of
`&mut impl Asset`.
- `AssetMut` implements `Deref` and `DerefMut`.
- `DerefMut` marks assets as changed.
- when dropped `AssetMut` will add `AssetEvent::Modified` event to a
queue only in case asset was marked as changed.

## Testing

- Did you test these changes? If so, how?
  - No unit tests were added, change is pretty straightforward.
  - Test project: https://github.com/MatrixDev/bevy-feature-16751-test.
    - With change: ~100 fps.
    - Without change: ~15 fps.
- Are there any parts that need more testing?
- I don't really see how this can break anything or add a measurable
overhead.
- `AssetEvent::Modified` will now be sent after the asset was modified
instead of before. It should not affect anything but still worth noting.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Have a big amount of entities that constantly update their materials.
- Properties of those materials should be animated in a stepped maned
(like changing color every 0.1 seconds).
  - Update material only if value has actually changed:
```rust
if material.base_color != new_color {
    material.base_color = new_color;
}
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - tested on macos (Mackbook M1)
  - not a platform-specific issue

PS: This is my first PR, so please don’t judge.
2026-02-10 18:39:37 +00:00

108 lines
3.6 KiB
Rust

//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
use bevy::{
color::palettes::css::DARK_BLUE, prelude::*, reflect::TypePath, render::render_resource::*,
shader::ShaderRef,
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_systems(Startup, setup)
.add_systems(Update, animate)
.run();
}
fn setup(
mut commands: Commands,
mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
asset_server: Res<AssetServer>,
) {
// Camera so we can see UI
commands.spawn(Camera2d);
commands
.spawn(Node {
width: percent(100),
height: percent(100),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
let banner_scale_factor = 0.5;
parent.spawn((
Node {
position_type: PositionType::Absolute,
width: px(905.0 * banner_scale_factor),
height: px(363.0 * banner_scale_factor),
border: UiRect::all(px(20)),
border_radius: BorderRadius::all(px(20)),
..default()
},
MaterialNode(ui_materials.add(CustomUiMaterial {
color: LinearRgba::WHITE.to_f32_array().into(),
slider: Vec4::splat(0.5),
color_texture: asset_server.load("branding/banner.png"),
border_color: LinearRgba::WHITE.to_f32_array().into(),
})),
// UI material nodes can have outlines and shadows like any other UI node
Outline {
width: px(2),
offset: px(100),
color: DARK_BLUE.into(),
},
));
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
/// Color multiplied with the image
#[uniform(0)]
color: Vec4,
/// Represents how much of the image is visible
/// Goes from 0 to 1
/// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
#[uniform(1)]
slider: Vec4,
/// Image used to represent the slider
#[texture(2)]
#[sampler(3)]
color_texture: Handle<Image>,
/// Color of the image's border
#[uniform(4)]
border_color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
// Fills the slider slowly over 2 seconds and resets it
// Also updates the color of the image to a rainbow color
fn animate(
mut materials: ResMut<Assets<CustomUiMaterial>>,
q: Query<&MaterialNode<CustomUiMaterial>>,
time: Res<Time>,
) {
let duration = 2.0;
for handle in &q {
if let Some(mut material) = materials.get_mut(handle) {
// rainbow color effect
let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
material.color = new_color.to_linear().to_vec4();
material.slider.x =
((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
material.border_color = border_color.to_linear().to_vec4();
}
}
}