//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images. use std::f32::consts::PI; use bevy::{ prelude::*, render::{ render_asset::RenderAssetUsages, render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages}, view::RenderLayers, }, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, (cube_rotator_system, rotator_system)) .run(); } // Marks the first pass cube (rendered to a texture.) #[derive(Component)] struct FirstPassCube; // Marks the main pass cube, to which the texture is applied. #[derive(Component)] struct MainPassCube; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut images: ResMut>, ) { let size = Extent3d { width: 512, height: 512, ..default() }; // This is the texture that will be rendered to. let mut image = Image::new_fill( size, TextureDimension::D2, &[0, 0, 0, 0], TextureFormat::Bgra8UnormSrgb, RenderAssetUsages::default(), ); // You need to set these texture usage flags in order to use the image as a render target image.texture_descriptor.usage = TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT; let image_handle = images.add(image); let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0)); let cube_material_handle = materials.add(StandardMaterial { base_color: Color::srgb(0.8, 0.7, 0.6), reflectance: 0.02, unlit: false, ..default() }); // This specifies the layer used for the first pass, which will be attached to the first pass camera and cube. let first_pass_layer = RenderLayers::layer(1); // The cube that will be rendered to the texture. commands.spawn(( Mesh3d(cube_handle), MeshMaterial3d(cube_material_handle), Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)), FirstPassCube, first_pass_layer.clone(), )); // Light // NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit. // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit. commands.spawn(( PointLight::default(), Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)), RenderLayers::layer(0).with(1), )); commands.spawn(( Camera3d::default(), Camera { target: image_handle.clone().into(), clear_color: Color::WHITE.into(), ..default() }, Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)).looking_at(Vec3::ZERO, Vec3::Y), first_pass_layer, )); let cube_size = 4.0; let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size)); // This material has the texture that has been rendered. let material_handle = materials.add(StandardMaterial { base_color_texture: Some(image_handle), reflectance: 0.02, unlit: false, ..default() }); // Main pass cube, with material containing the rendered first pass texture. commands.spawn(( Mesh3d(cube_handle), MeshMaterial3d(material_handle), Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)), MainPassCube, )); // The main pass camera. commands.spawn(( Camera3d::default(), Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), )); } /// Rotates the inner cube (first pass) fn rotator_system(time: Res