This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
资产工作流程
设置和首选项
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
Content Optimization
Materials
Art Samples
Tutorials
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。

Loop Sample

This material graph sample demonstrates how to use loops when creating materials.

Albedo RGB data for the Deferred PBR Material master material node is generated in the loop: the initial texture (Texture node) is applied num_steps times with a UV shift controlled by the step_size value provided by the Float Slider node of the UI group (adjustable via the Parameters panel in the UnigineEditor).

The Loop Input node has the following inputs:

  • Loop variable i (set directly via the port adapter)
  • result - to store intermediate and final results of calculations
  • num_steps - how many times we run the loop (set directly via the port adapter)
  • step_size - for UV offset calculation

The break condition is checked by the Greater node having var_i and num_steps parameters connected via the corresponding portals as inputs, with its output connected to the break port of the Loop Output node.

The loop variable i is incremented by the Add node having var_i (taken via the corresponding portal) and increment (provided by the second Float Slider node) as inputs, with its output connected to the i (loop variable) port of the Loop Output node.

The result of iterative texture sampling with a UV shift is taken from the output of the upper Add node and connected to the result port of the Loop Output node via the xyz port adapter selecting RGB color components.

The result output port of the Loop Output node is connected to the Albedo RGB input of the Deferred PBR Material master material node via the Div node which performs color intensity reduction (divides the resulting value by the number of loop iterations - increments of color values).

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

Last update: 2021-04-29
Build: ()