--- 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` where `E: MaterialExtension`. | | Transparency | `alpha_mode`: `AlphaMode::Mask` for cutout, `AlphaMode::Blend` for glass. | ## Examples ```toml [dependencies] bevy = "0.20" ``` Spawn a mesh with a metal `StandardMaterial`. The mesh component is `Mesh3d`. The material component is `MeshMaterial3d`. ```rust fn spawn_metal( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { 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. ```rust fn cutout_leaf(image: Handle) -> 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. ```rust fn tint_one_mesh( mut materials: ResMut>, mesh: Query<&MeshMaterial3d>, ) { 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. ```rust 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::>::default()); } fn spawn_worn( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>>, ) { 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](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](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. - [3D examples](https://github.com/bevyengine/bevy/tree/latest/examples/3d) - Mesh, material, and lighting samples. - [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-shaders](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-shaders/SKILL.md) - Custom shaders and material extensions. - [bevy-3d-lighting](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-lighting/SKILL.md) - Lights that shade the material. #### Complements - None yet. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.