| Crates.io | bevy_eidolon |
| lib.rs | bevy_eidolon |
| version | 0.2.0-rc.1 |
| created_at | 2025-12-15 12:36:42.142343+00 |
| updated_at | 2026-01-23 01:49:37.870652+00 |
| description | Generic instanced material for the bevy game engine. |
| homepage | |
| repository | https://github.com/NicoZweifel/bevy_feronia |
| max_upload_size | |
| id | 1985946 |
| size | 385,362 |
"Reality is illusion"
This is a generic instanced material, mostly for grass, foliage assemblies but could be used for fur or particles and as a high-performance replacement for gizmos when writing debugging tools in the future.
I am planning to use this as a base for other instanced materials, similar to the Material and MaterialExtension in Bevy.
[!CAUTION] This package is in early development.
Drawing a lot of instances (millions) that require GPU-driven rendering with no transparency/alpha masking and that need some variation in scale, color, etc., but can't be reasonably done with the default material pipeline.
Examples include grass, assemblies for foliage/trees and tools to debug them, as well as related systems (scattering, height mapping, obstacles).
The standard implementation only supports simple colors and basic features.
[!IMPORTANT] I don't want this to become a monster material that supports everything.
However, there is an example on how to use the standard PBR lighting, and I don't mind adding specific examples if the API is a bit more mature.
I want to focus on composability and declarativity to make it as simple as possible to write new features as custom materials.
Dual-licensed:
VisibilityRange because of conflicting indices with the standard pipeline. Might also be replaced by something else in the future.