You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I want to slightly modify an entity mesh look that is rendered with StandardMaterial.
In vertex shader: slightly distort particular vertices towards per instance point in local space.
In fragment shader: offset its input texture coordinates for sampler based on a per instance parameter (e.g. offset on texture atlas). But I want to keep everything else so it looks like a PBR object (lighting, normals, metalness etc.).
I plan to have big amount to such meshes so preserving instancing would benefit the performance a lot comparing to having a set of uniforms and material for each entity.
However, I find it difficult to find any starting point.
It seems the new extension API shown in examples/shader/extended_material.rs only supports definition of uniform properties and not instanced parameters.
On the other hand, examples/shader/shader_instancing.rs shows the very minimal example of instancing which requires undefined amount of effort on PoC of integration all PBR parameters into it.
I would like to know how big effort can be to have the both features combined at current state of Bevy (0.12.1).
Or am I missing something and it is trivial task? (simple example would be ideal).
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
I want to slightly modify an entity mesh look that is rendered with
StandardMaterial
.I plan to have big amount to such meshes so preserving instancing would benefit the performance a lot comparing to having a set of uniforms and material for each entity.
However, I find it difficult to find any starting point.
It seems the new extension API shown in
examples/shader/extended_material.rs
only supports definition of uniform properties and not instanced parameters.On the other hand,
examples/shader/shader_instancing.rs
shows the very minimal example of instancing which requires undefined amount of effort on PoC of integration all PBR parameters into it.I would like to know how big effort can be to have the both features combined at current state of Bevy (0.12.1).
Or am I missing something and it is trivial task? (simple example would be ideal).
Beta Was this translation helpful? Give feedback.
All reactions