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注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Cubemap Texture Sample

This material graph sample demonstrates creation of a material applying a custom cubemap reflection texture.

First, we get a reflection vector based on current camera's view direction vector and the object's normal vector. So, to the input ports of the Reflect node we connect the output of the Normal node and the Ray direction output of the Camera node (using the -X|-Y|-Z port adapter to get the opposite direction, as incident vector is the opposite of the view vector).

So we get to reflection vector, but since the cubemap is in the world space, we then put the Rotate Space node to switch from view to world.

Then, according to the obtained coordinates in the right space, the SampleCube node samples the data from the cubemap (Texture node) and applies some blur via the LOD value provided by the Float Slider node of the UI group (adjustable via the Parameters panel in the UnigineEditor) to fake roughness of the surface.

Gamma correction is performed using the Pow node having the correction value value specified directly via the port adapter. The Opacity value (fully opaque) as well as the zero Albedo value (to preserve initial colors of the cubemap texture) are specified directly using the port adapter.

Finally, the data output is passed to the Final Material node.

Last update: 2021-04-29
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