//! Demonstrates a sphere using the deferred renderer. //! //! This one looks weird. But I'm not sure why. Did I not setup the prepass //! correctly? use bevy::{core_pipeline::prepass::DeferredPrepass, pbr::OpaqueRendererMethod, prelude::*, color::palettes::basic, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, rotate_things) .insert_resource(Msaa::Off) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let handle = materials.add(StandardMaterial { base_color: basic::RED.into(), // Can be used in forward or deferred mode. opaque_render_method: OpaqueRendererMethod::Deferred, // In deferred mode, only the PbrInput can be modified (uvs, // color and other material properties). In forward mode, the // output can also be modified after lighting is applied. See // the fragment shader `extended_material.wgsl` for more info. // Note: to run in deferred mode, you must also add a // `DeferredPrepass` component to the camera and either change // the above to `OpaqueRendererMethod::Deferred` or add the // `DefaultOpaqueRendererMethod` resource. ..Default::default() }); // sphere commands.spawn(MaterialMeshBundle { mesh: meshes.add(Sphere::new(1.0)), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: handle, ..default() }); // light commands.spawn(( DirectionalLightBundle { transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, Rotate(Dir3::Y), )); // camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, DeferredPrepass, )); } #[derive(Component)] struct Rotate(Dir3); fn rotate_things(mut q: Query<(&mut Transform, &Rotate)>, time: Res