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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。

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: 2021-04-09
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