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bevy-3d-materials

该 Skill 面向 Bevy 0.20+,提供 StandardMaterial 与 ExtendedMaterial 的 PBR 材质用法、透明度设置、材质共享与运行时染色示例,并说明组件、资源、命令及调度间的 ECS 所有权关系;同时约束不要发明未记录的材质字段或 API。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:48
分类:开发依赖:纯提示词应用场景:代码生成 / 概念解释

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-3d-materials
Metadata
name
bevy-3d-materials
description
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

Bevy 3D materials

When to use

Load this when a mesh needs a PBR surface. Custom shader extension points are on bevy-shaders. Lighting is on bevy-3d-lighting.

ECS shape

  • Type: StandardMaterial (feature blurbs and DistanceFog).
  • Extension: ExtendedMaterial on the pbr page.
  • Features that mention StandardMaterial textures: pbr_anisotropy_texture, pbr_multi_layer_material_textures, pbr_specular_textures, pbr_transmission_textures. Check the struct page for field names before writing them.
  • Plugin: bevy_pbr adds PBR rendering. It is part of the 3d render collection.

Surface choice

Need Bevy idiom
PBR surface StandardMaterial on MeshMaterial3d, with base_color, metallic, and perceptual_roughness.
Extra shader data on that surface ExtendedMaterial<StandardMaterial, E> where E: MaterialExtension.
Transparency alpha_mode: AlphaMode::Mask for cutout, AlphaMode::Blend for glass.

Examples

[dependencies]
bevy = "0.20"

Spawn a mesh with a metal StandardMaterial. The mesh component is Mesh3d. The material component is MeshMaterial3d<StandardMaterial>.

fn spawn_metal(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
    let material = materials.add(StandardMaterial {
        base_color: Color::srgb(0.75, 0.15, 0.12),
        metallic: 1.0,
        perceptual_roughness: 0.25,
        reflectance: 0.5,
        ..default()
    });
    commands.spawn((Mesh3d(mesh), MeshMaterial3d(material), Transform::default()));
}

Cutout foliage discards fragments under the mask. Glass uses alpha blending and a translucent base color.

fn cutout_leaf(image: Handle<Image>) -> StandardMaterial {
    StandardMaterial {
        base_color_texture: Some(image),
        alpha_mode: AlphaMode::Mask(0.5),
        diffuse_transmission: 0.4,
        cull_mode: None,
        ..default()
    }
}

fn glass() -> StandardMaterial {
    StandardMaterial {
        base_color: Color::srgba(0.7, 0.85, 1.0, 0.25),
        alpha_mode: AlphaMode::Blend,
        metallic: 0.0,
        perceptual_roughness: 0.05,
        ..default()
    }
}

One shared asset stays the source of truth. A runtime tint clones the handle's material into a new asset so other meshes keep the original.

fn tint_one_mesh(
    mut materials: ResMut<Assets<StandardMaterial>>,
    mesh: Query<&MeshMaterial3d<StandardMaterial>>,
) {
    let Ok(handle) = mesh.single() else {
        return;
    };
    let Some(source) = materials.get(handle.id()) else {
        return;
    };
    let mut tinted = source.clone();
    tinted.base_color = Color::srgb(0.2, 0.45, 0.9);
    let _unique = materials.add(tinted);
}

ExtendedMaterial keeps every StandardMaterial field and adds extension data. Register the concrete material type before spawning it.

use bevy::pbr::{ExtendedMaterial, MaterialExtension};
use bevy::render::render_resource::AsBindGroup;

#[derive(Asset, AsBindGroup, TypePath, Clone, Default)]
struct Wear {
    #[uniform(100)]
    amount: f32,
}

impl MaterialExtension for Wear {}

fn register_wear(app: &mut App) {
    app.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Wear>>::default());
}

fn spawn_worn(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Wear>>>,
) {
    let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
    let material = materials.add(ExtendedMaterial {
        base: StandardMaterial {
            base_color: Color::srgb(0.4, 0.35, 0.3),
            perceptual_roughness: 0.8,
            ..default()
        },
        extension: Wear { amount: 0.6 },
    });
    commands.spawn((Mesh3d(mesh), MeshMaterial3d(material)));
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

Piece Owner Who may mutate Schedule
Data on one entity Component One system via Query Update or FixedMain
One value for the whole app Resource One system Startup to insert, then the schedule that reads it
Spawn Commands The spawning system Startup for the initial world; later schedules for runtime spawn
Order that must not race .chain() The chained systems only Same schedule
Plugin boundary Plugin build registers systems and resources Before the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you need Do this Do not
Per-entity data Component + Query A plain struct stored outside the world
App-wide config or clock Resource Copy the value onto every entity
Stable simulation step FixedMain and the Fixed clock Tie simulation to raw frame Update
Startup spawn Commands in Startup Spawn from a render system
Cross-system notice that is not shared state Message or observer slot in bevy-events-messaging A new event type invented in this file
An API outside the documented set Check the official docs first A made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No material fields this skill did not name. WHY: unnamed fields change between Bevy releases and the compiler is the check.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • 3D examples - Mesh, material, and lighting samples.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

  • None yet.

Downstream / consumers

  • None yet.

Master