Progress Report

What You've learned

  • Defining a custom material
    • With the AsBindGroup derive and its attributes to handle data transfer to the GPU
    • Implementing the Material2d trait to define the shader
    • And some basic WGSL
  • And using that material
  • Enabling bloom
    • How to enable bloom on the camera
    • How to have a color display a bloom effect by going higher than 1.0 on one of the color channel
  • And getting a little more effects with particles
    • Using a third party plugin, bevy_enoki

Going Further

Shaders and rendering is a very big domain. You can start by reading the Book of Shaders and the Learn WGPU tutorial.