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---
name: bevy-shaders
description: "Bevy ECS skill for shaders. Keywords: Bevy, shader, material, bevy_shader, bevy_material, StandardMaterial."
---
# Bevy shaders and materials
## When to use
Load this when a surface needs a custom material or a full-screen effect. `StandardMaterial` field lists stay on bevy-3d-materials. Shader source is WGSL loaded as an asset.
## ECS shape
- **Shader asset:** `AssetServer` loads a `Shader` from a path. `ShaderRef::Handle` or a path string points a material at that asset.
- **Material:** implement `Material`, derive `AsBindGroup`, and register `MaterialPlugin::<T>`. The engine extracts materials. Do not schedule a shader compiler.
- **Full-screen:** `Bloom` is a camera component from `bevy::post_process`. It requires an HDR camera, which the component requests itself.
## Examples
```toml
[dependencies]
bevy = "0.20"
```
A material stores a color uniform and names its fragment shader. Register the plugin before any system spawns that material.
```rust
use bevy::pbr::{Material, MaterialPlugin};
use bevy::render::render_resource::AsBindGroup;
use bevy::shader::ShaderRef;
#[derive(Asset, TypePath, AsBindGroup, Clone)]
struct PulseMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for PulseMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/pulse.wgsl".into()
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(MaterialPlugin::<PulseMaterial>::default())
.run();
}
```
Spawn uses the same mesh and material components as a PBR surface. The asset store owns the material.
```rust
use bevy::pbr::Material;
use bevy::render::render_resource::AsBindGroup;
use bevy::shader::ShaderRef;
#[derive(Asset, TypePath, AsBindGroup, Clone)]
struct PulseMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for PulseMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/pulse.wgsl".into()
}
}
fn spawn_pulse(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<PulseMaterial>>,
) {
let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
let material = materials.add(PulseMaterial {
color: LinearRgba::rgb(0.2, 0.7, 0.9),
});
commands.spawn((
Mesh3d(mesh),
MeshMaterial3d(material),
Transform::default(),
));
}
```
Load the shader yourself when the handle must be explicit. `ShaderRef` accepts that handle.
```rust
use bevy::shader::{Shader, ShaderRef};
#[derive(Resource)]
struct PulseShader(Handle<Shader>);
fn load_pulse(asset_server: Res<AssetServer>, mut commands: Commands) {
let handle: Handle<Shader> = asset_server.load("shaders/pulse.wgsl");
commands.insert_resource(PulseShader(handle));
}
fn shader_ref(shader: Res<PulseShader>) -> ShaderRef {
shader.0.clone().into()
}
```
Bloom is the full-screen pass. Intensity is the scene-wide scatter amount.
```rust
use bevy::post_process::bloom::Bloom;
fn spawn_bloom_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Bloom {
intensity: 0.2,
..default()
},
));
}
```
## Same job, Bevy types
| Design | Bevy idiom |
| --- | --- |
| ShaderMaterial | `Material` plus a WGSL path in `fragment_shader` |
| Spatial shader | Vertex and fragment `ShaderRef` on that material |
| Full-screen pass | `Bloom` (or another `bevy::post_process` component) on the camera |
## Scope
WGSL entry points live in the shader file the `ShaderRef` names. Bindings are the `AsBindGroup` fields on the material struct. Pipeline specialization stays inside the material plugin.
## 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 scene-tree script hung on the entity |
| 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](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 Godot shader language or hint syntax. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- 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
Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays **0.20.0**. Custom surfaces use `Material`, `AsBindGroup`, and `MaterialPlugin`. `StandardMaterial` field lists stay on bevy-3d-materials.
### Official Documentation
- [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected.
- [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch.
- [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`.
- [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`.
### Related Skills
#### Prerequisites
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems.
- [bevy-3d-materials](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-materials/SKILL.md) - StandardMaterial surface fields.
- [bevy-asset-scenes](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-asset-scenes/SKILL.md) - Asset handles.
#### Complements
- [bevy-3d-lighting](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-lighting/SKILL.md) - Lights are not shaders.
- [godot-shaders-basics](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-shaders-basics/SKILL.md) - Equivalent Godot skill.
#### Downstream / consumers
- None yet.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.