//! This example shows various ways to configure texture materials in 3D. use std::f32::consts::PI; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } /// sets up a scene with textured entities fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { // load a texture and retrieve its aspect ratio let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png"); let aspect = 0.25; // create a new quad mesh. this is what we will apply the texture to let quad_width = 8.0; let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect)); // this material renders the texture normally let material_handle = materials.add(StandardMaterial { base_color_texture: Some(texture_handle.clone()), alpha_mode: AlphaMode::Blend, unlit: true, ..default() }); // this material modulates the texture to make it red (and slightly transparent) let red_material_handle = materials.add(StandardMaterial { base_color: Color::srgba(1.0, 0.0, 0.0, 0.5), base_color_texture: Some(texture_handle.clone()), alpha_mode: AlphaMode::Blend, unlit: true, ..default() }); // and lets make this one blue! (and also slightly transparent) let blue_material_handle = materials.add(StandardMaterial { base_color: Color::srgba(0.0, 0.0, 1.0, 0.5), base_color_texture: Some(texture_handle), alpha_mode: AlphaMode::Blend, unlit: true, ..default() }); // textured quad - normal commands.spawn(( Mesh3d(quad_handle.clone()), MeshMaterial3d(material_handle), Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)), )); // textured quad - modulated commands.spawn(( Mesh3d(quad_handle.clone()), MeshMaterial3d(red_material_handle), Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)), )); // textured quad - modulated commands.spawn(( Mesh3d(quad_handle), MeshMaterial3d(blue_material_handle), Transform::from_xyz(0.0, 0.0, -1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), )); }