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Add mesh tag feature to release notes. #2081
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| Original file line number | Diff line number | Diff line change |
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| @@ -0,0 +1,32 @@ | ||
| Bevy has powerful support for [automatic instancing] for any entities that share the same mesh and material. However, sometimes it can still be useful to reference data that is not the same across all instances of a material. Previously, this required either writing significant amount of custom rendering code or giving up the performance benefits of automatic instancing by creating more materials. | ||
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| The new `MeshTag` component allows adding a custom `u32` tag to mesh-material entities that can be referenced in the vertex shader for a material. In combination with storage textures or the [`ShaderStorageBuffer` asset] added in Bevy 0.15, this provides a flexible new mechanism to access external data on a per-instance basis or otherwise tag your mesh instances. | ||
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| Spawn a mesh tag with a mesh-material entity: | ||
| ```rust | ||
| commands.spawn(( | ||
| // Clone a mesh and material handle to enable automatic instancing | ||
| Mesh3d(mesh_handle.clone()), | ||
| MeshMaterial3d(material_handle.clone()), | ||
| // The mesh tag can be any `u32` that is meaningful to your application, like | ||
| // a particular variant of an enum or an index into some external data | ||
| MeshTag(1234), | ||
| )); | ||
| ``` | ||
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| Lookup the tag in a vertex shader: | ||
| ```wgsl | ||
| #import bevy_pbr::mesh_functions | ||
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| @vertex | ||
| fn vertex(vertex: Vertex) -> VertexOutput { | ||
| // Lookup the tag for the given mesh | ||
| let tag = mesh_functions::get_tag(vertex.instance_index); | ||
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| // Index into a storage buffer, read a storage texture texel, etc... | ||
| } | ||
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| ``` | ||
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| [automatic instancing]: https://bevyengine.org/examples/shaders/automatic-instancing/ | ||
| [`ShaderStorageBuffer` asset]: https://bevyengine.org/news/bevy-0-15/#shader-storage-buffer-asset | ||
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Maybe just change it to ”all instances using the same material”.