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I am currently working on creating a jump flood algorithm on Bevy. It needs to prepare the silhouette buffer as GBuffer, and also a pass to create the "distance to outline" buffer. To solve this problem I see two possible ways. The first is creation of 2 custom prepasses and their integration into the pipeline. The second, changing the render graph, for which you need to add at least two nodes. I recently started working with Bevy. Now I have come to study the middle and low level render API. But I have lack of resources to solve this tasks.
Can you explain or provide me resources on how to create and integrate a custom prepass that output custom GBuffer?
What steps should be taken to change the Bevy render graph so that it works correctly?
Do I understand correctly that changing the render graph/pipeline affects all materials?
It's necessary to modify custom materials when changing the binding attributes of each render node?
I used these resources, but in my opinion they are not enough:
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I am currently working on creating a jump flood algorithm on Bevy. It needs to prepare the silhouette buffer as GBuffer, and also a pass to create the "distance to outline" buffer. To solve this problem I see two possible ways. The first is creation of 2 custom prepasses and their integration into the pipeline. The second, changing the render graph, for which you need to add at least two nodes. I recently started working with Bevy. Now I have come to study the middle and low level render API. But I have lack of resources to solve this tasks.
Maybe the only solution is to study Bevy source code and wgpu?
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