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 Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
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
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
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。

render_composite

A render_composite material allows you to apply the following full-screen postprocesses selectively (on per-material basis) rather then to the whole screen using the Auxiliary buffer:

Warning
This article is deprecated and will be updated in further UNIGINE updates.

Render composite

Material excluded from DOF

Usage#

To apply render_composite material, follow these steps:

  1. Set it (or a material inherited from it) in Render settings -> Composite shader field.

    Composite shader field

  2. Make sure that Main menu ->Render tab -> Auxiliary buffer option is checked.

    Auxiliary buffer should be enabled

  3. Go to the surface material. Set States tab ->Passes -> Auxiliary pass and set itDefault. It means that the material is rendered into the auxiliary color buffer.

    Enable Auxiliary pass for the material that should be postprocessed

It is also possible to mask materials for two postprocesses using surface material -> Parameters -> Auxiliary Color (see blur_mask and dof_mask below).

States#

auxiliary_mode Specifies if the surface (with Auxiliary pass enabled) should be rendered with the additional color multiplier:
  • Skip - additional color is not rendered
  • Overlay - color multiplier is applied

Overlay mode for Auxiliary buffer

Overlay mode
blur_mask Mask to exclude objects from Motion blur.
  • Skip - all materials are rendered blurred.
  • red - materials that have Auxiliary Color with non-zero Red channel value are excluded from motion blur.
  • green - materials that have Auxiliary Color with non-zero Green channel value are excluded from motion blur.

Overlay mode for Auxiliary buffer

Yellow material is excluded from motion blur
dof_mask Mask to exclude objects from DOF effect.
  • Skip - all materials are rendered with DOF effect applied.
  • red - materials that have Auxiliary Color with non-zero Red channel value are rendered without DOF effect (non-blurred).
  • green - materials that have Auxiliary Color with non-zero Green channel value are rendered without DOF effect (non-blurred).

Overlay mode for Auxiliary buffer

Green material without DOF effect
Last update: 2021-12-13
Build: ()