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chrisgliddonchrisgliddon/bevy-skills/skills/bevy-rendering/SKILL.md

bevy-rendering

Skill29 starsChanged 11 days agoMITView on GitHub

Use when choosing Bevy 0.20's built-in renderer versus an API-only, headless, or external renderer; selecting forward or deferred PBR; writing render systems in `Core3d`/`Core3dSystems`; porting naga_oil shaders to WESL; opting into `ScreenSpaceTransmission` or `Tonemapping::Linear`; configuring 2D/3D render Cargo features; or deciding how physics crates such as `bevy_rapier3d` relate to rendering.

The file

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4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.

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  1. Distinctive:

    Start with Bevy's built-in wgpu renderer unless a measured constraint requires a custom path.

    line 14
  2. Very specific:

    Do not replace the renderer because a physics crate is present.

    line 29
  3. Distinctive:

    Use these escalation levels:

    line 121
  4. Very specific:

    Run python3 scripts/audit_renderer_features.py path/to/Cargo.toml to catch common profile and Rapier/debug-render mismatches.

    line 188

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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SKILL.md

Bevy 0.20 — rendering choices

Start with Bevy's built-in wgpu renderer unless a measured constraint requires a custom path. Renderer replacement changes asset preparation, visibility, cameras, materials, platform integration, and debugging—not just one plugin.

First classify the need

NeedPath
Ordinary 2D/3D game, editor, or visualizationBuilt-in 2d / 3d profile
Custom shaders or a special passExtend built-in rendering
Many dynamic lights on desktop-class GPUsConsider deferred opaque rendering
Server simulation with no pixelsHeadless MinimalPlugins profile
Existing proprietary/embedded renderer2d_api / 3d_api plus an explicit bridge
Physics, collision, character motionbevy-physics; this does not select a renderer

Do not replace the renderer because a physics crate is present. bevy_rapier3d computes rigid-body simulation and queries. Its optional debug drawing uses Bevy rendering, but Rapier is not a renderer.

Built-in renderer

[dependencies]
bevy = { version = "0.20", default-features = false, features = ["3d", "ui"] }
use bevy::prelude::*;

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

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn((
        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.7, 0.9))),
    ));
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(0.0, 2.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
    commands.spawn(DirectionalLight::default());
}

3d is a complete profile. 3d_bevy_render is the lower-level collection that selects Bevy's renderer; 3d_api supplies world-side 3D types without a renderer. Profiles only trim dependencies when default-features = false.

Camera opt-ins that changed in 0.20

use bevy::{pbr::ScreenSpaceTransmission, prelude::*, render::view::Tonemapping};

fn spawn_camera(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        // 0.20: no longer required by Camera3d; add it for transmissive materials.
        ScreenSpaceTransmission::default(),
        // 0.20: `None` is a raw passthrough; `Linear` keeps grading/dither/clamp.
        Tonemapping::Linear,
    ));
}

Forward versus deferred

Forward is the default opaque method. Prefer it for broad platform coverage, MSAA, lower bandwidth, fewer lights, and material flexibility. Deferred moves opaque material data into a G-buffer and can reduce repeated geometry work with many lights, but uses more bandwidth and does not support MSAA.

use bevy::{
    core_pipeline::prepass::{DeferredPrepass, DepthPrepass},
    pbr::DefaultOpaqueRendererMethod,
    prelude::*,
};

fn enable_deferred(app: &mut App) {
    app.insert_resource(DefaultOpaqueRendererMethod::deferred());
}

fn spawn_deferred_camera(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        Msaa::Off,
        DepthPrepass,
        DeferredPrepass,
    ));
}

This choice applies to opaque rendering. Transparent materials still need their appropriate forward/transparent path. Benchmark representative content on minimum spec hardware rather than selecting from light count alone.

Extend before replacing

Use these escalation levels:

  1. StandardMaterial properties and camera/post-process components.
  2. Material, Material2d, MaterialExtension, or (new in 0.20) MaterialExtension2d for sprite shaders. Shaders are WESL (.wesl).
  3. A render-world extraction/prepare/queue pipeline (#[extract_app(RenderApp)]).
  4. A render system in Core2d / Core3d for a custom pass.
  5. A fully external renderer only when the earlier levels cannot meet the constraint.

Camera render-graph nodes were removed in 0.19. Passes are systems using ViewQuery and RenderContext, ordered against system functions or Core3dSystems sets. The schedule bevy::render::renderer::RenderGraph remains for non-camera work.

Headless or external rendering

# Simulation/server: no render stack.
bevy = { version = "0.20", default-features = false, features = [
  "default_app", "multi_threaded", "serialize"
] }

# External renderer that consumes Bevy's world-side 3D types.
# bevy = { version = "0.20", default-features = false, features = [
#   "default_app", "3d_api"
# ] }

An external bridge must define ownership and synchronization for transforms, meshes, materials, cameras, visibility, asset lifetime, GPU uploads, window/surface events, and frame pacing. Keep renderer-specific handles in dedicated components; do not leak them into gameplay components.

Rapier integration boundary

bevy_rapier3d 0.37 matches Bevy 0.20. Rapier defaults to PostUpdate with a variable timestep; tick-coupled games move it to FixedUpdate. One authoritative transform policy per entity; see the physics boundary.

Gotchas: 0.19 → 0.20

  • WESL replaces naga_oil. #import bevy_pbr::mesh_view_bindings becomes import bevy_pbr::render::mesh_view_bindings; (semicolon, first in file). #ifdef X → @if(X), #{DEF} → constants::DEF, #define_import_path is gone. Rename custom files .wgsl → .wesl; plain WGSL without directives still loads. The shader_format_wesl feature is gone (always on); GLSL support was removed.
  • ScreenSpaceTransmission is opt-in. 0.19 Camera3d required it; 0.20 scenes with transmissive materials render differently until you add it to the camera.
  • Tonemapping::None is a full passthrough (no grading, dither, or clamp). Stale output that used None to disable the curve now wants Tonemapping::Linear. Tonemapping/DebandDither reflected paths moved to bevy_render::view.
  • Weak ordering. Render, RenderGraph, Core2d/Core3d, and ExtractSchedule sets now use chain_weak. A custom system that depended on an earlier set via a channel, atomic, or interior mutability must add an explicit .after(system).
  • Extraction is generic over worlds. Hand-written impls become impl SyncComponent<RenderApp>; derives need #[extract_app(RenderApp)]; extract() lives in bevy_extract. Depth/bind-group/buffer renames: see render systems.
  • Sprite renders through Mesh2d + SpriteMeshMaterial and gained alpha_mode; overlapping sprites need explicit Z.
  • RenderDebugOverlayPlugin ships in DefaultPlugins under the dev feature (bevy_dev_tools + render_dev_tools), off until RenderDebugOverlayKeybindings { enable_keybindings: true, .. } (F1/F2).
  • Rapier: bevy_rapier3d 0.36 is Bevy 0.19; use 0.37. Its headless Cargo feature was removed; default-features = false + dim3 is the headless profile.

Audit and references

Run python3 scripts/audit_renderer_features.py path/to/Cargo.toml to catch common profile and Rapier/debug-render mismatches.

  • Renderer decision guide
  • Bevy 0.20 render systems
  • Physics versus rendering
  • bevy-migration-0-19-to-0-20
  • bevy-cargo-features
  • bevy-pbr-materials
  • bevy-physics
  • bevy-diagnostics-profiling
  • bevy-vfx
  • bevy-wasm-webgpu

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