use bevy::{ asset::embedded_asset, prelude::*, render::render_resource::{AsBindGroup, ShaderType}, }; pub struct BlacklightPlugin; impl Plugin for BlacklightPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "../assets/shaders/blacklight_material.wgsl"); app.add_plugins(MaterialPlugin::::default()).add_systems(Update, update_shader_blacklight_data); } } #[derive(Component, Debug)] pub struct Blacklight; #[derive(Clone, Debug, ShaderType)] pub struct BlacklightData { pub position: Vec3, pub direction: Vec3, pub range: f32, pub inner_angle: f32, pub outer_angle: f32, } #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] pub struct BlacklightMaterial { #[storage(0, read_only)] pub lights: Vec, #[texture(1)] #[sampler(2)] pub base_texture: Option>, pub alpha_mode: AlphaMode, } impl Default for BlacklightMaterial { fn default() -> Self { Self { lights: vec![], base_texture: None, alpha_mode: AlphaMode::Blend, } } } impl Material for BlacklightMaterial { fn fragment_shader() -> bevy::render::render_resource::ShaderRef { "embedded://bevy_blacklight_material/../assets/shaders/blacklight_material.wgsl".into() } fn alpha_mode(&self) -> AlphaMode { self.alpha_mode } } fn update_shader_blacklight_data( blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &SpotLight), With>, blacklight_material_query: Query<&Handle>, mut blacklight_materials: ResMut>, ) { let light_data = blacklight_query .iter() .filter(|(visibility, _, _)| visibility.get()) .map(|(_, global_transform, light)| BlacklightData { position: global_transform.translation(), direction: *global_transform.forward(), range: light.range, inner_angle: light.inner_angle, outer_angle: light.outer_angle, }) .collect::>(); for handle in blacklight_material_query.iter() { let material = blacklight_materials.get_mut(handle).unwrap(); material.lights = light_data.clone(); } }