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
Light Sources
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
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。

Occluder

An occluder is a box-shaped object that is used to cull objects' surfaces, bounds of which are not visible behind it. The surfaces behind the occluder are not sent to the GPU, thereby saving performance.

Notice
By default, shadows from the occluded objects remain visible. To disable shadows rendering, run the console command render_occluders_shadows 1.

Depending on the Back face parameter value, the front or back faces of the occluder are used to cull surfaces. the front faces of the occluder include all of the occluder sides that face the camera. The back faces of the occluder include the sides that are behind the front faces.

Schematically, the occluder faces can be shown as follows:

Front faces of the occluder
Back faces of the occluder

Notice
If any part of the bound of the object's surface is visible behind the occluder, the surface will not be culled.

See also#

  • General information on occluders
  • The WorldOccluder class to manage occluders via API
  • The sample <UnigineSDK>/data/samples/worlds/occluder_00

Creating Occluder#

To create an occluder via UnigineEditor:

  1. Run the project with UnigineEditor.
  2. On the Menu bar, click Create -> Optimization -> Occluder.

  3. Place the occluder in the world and specify the required parameters for it.

Notice
To display the buffer that is used for occluders displayed in the viewport, pass 1 to the render_show_occluder console command.

Editing Occluder#

On the Node tab of the Parameters window, you can adjust the following parameters of the occluder:

Edit Size Toggles the editing mode for the world occluder node on and off. When enabled, the occluder box sides that can be resized are highlighted with the colored rectangles. To change the size of a side, drag the corresponding rectangle.

Back Face Indicates whether the back faces of the occluder box are used instead of front faces to occlude objects. If unchecked, the front faces will be used.
Back face is unchecked
Back face is checked
Size Size of the occluder along the axes.
Distance Distance between the camera and the bounding box of the occluder, at which the occluder becomes disabled (it isn't processed by the CPU, hence it isn't rendered). For example, you should disable the occluder at a certain distance if it stops hiding the objects and their surfaces in order to increase performance. By default, the inf value is used.
Last update: 2021-04-09
Build: ()