#toon #shader #bevy

bevy_toon_shader

Toon shader for the Bevy game engine

3 releases (breaking)

0.3.0 Dec 3, 2023
0.2.0 Jul 16, 2023
0.1.0 Apr 19, 2023

#333 in Rendering

MIT/Apache

34KB
137 lines

Bevy Toon Shader

Crates.io MIT/Apache 2.0

A toon shader for the Bevy game engine.

bevy_toon_shader

Features

  • "Sun" color & direction
  • Specular highlight
  • Light banding
  • Shadow casting
  • Albedo map (base color texture)

Not supported (yet)

  • Dynamic color banding amount
  • Shadow receiving
  • Rim lighting

Installation

cargo add bevy_toon_shader
use bevy::prelude::*;
use bevy_toon_shader::{ToonShaderMainCamera, ToonShaderMaterial, ToonShaderPlugin, ToonShaderSun};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugin(ToonShaderPlugin)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut toon_materials: ResMut<Assets<ToonShaderMaterial>>,
) {
    // Camera
    commands.spawn((
        Camera3dBundle { /* ... */ },
        ToonShaderMainCamera,
    ));

    // Sun
    commands.spawn((
        DirectionalLightBundle { /* ... */ },
        ToonShaderSun,
    ));

    // Ambient light
    commands.insert_resource(AmbientLight {
        color: Color::GRAY * 0.2,
        ..default()
    });

    let material = toon_materials.add(ToonShaderMaterial::default());

    // 3D object
    commands.spawn(MaterialMeshBundle {
        mesh: meshes.add(Mesh::try_from(shape::Torus::default()).unwrap()),
        transform: Transform::from_xyz(0., 2., 0.),
        material: toon_material,
        ..default()
    });
}

Running the example

git clone https://github.com/tbillington/bevy_toon_shader.git
cd bevy_toon_shader
cargo run --example scene

Bevy Support Table

bevy bevy_toon_shader
0.12 0.3
0.11 0.2
0.10 0.1

Credit

Code initially adapted from this excellent Unity tutorial by Roystan.

License

Except where noted, all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

Dependencies

~39–73MB
~1.5M SLoC