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状态

State allows you to set a mode for rendering passes and a value for rendering options. States change a set of generated definitions passed to shaders, so any changes made to a state cause shaders recompilation. A material state generates defines for shaders only if the state meets the conditions. You can specify your own states or use and specify values for UNIGINE's internal states.状态允许您设置渲染通道的模式和渲染选项的值。状态会更改一组传递给着色器的生成定义,因此对状态所做的任何更改都会导致着色器重新编译。仅当状态满足条件时,材质状态才会为着色器生成定义。您可以指定自己的状态或使用并指定 UNIGINE 内部状态的值。

The syntax is the following:语法如下:

ULON
StateType state_name = value(s)

You can acces states in the shader using the following defines:您可以使用以下定义访问着色器中的状态:

UUSL
GET_STATE_<state name in uppercase> = value // for all states

STATE_<state name> // if the state value is bigger than 0 (for example, StateToogle)

STATE_<state name>_<name of an element from the items array> // for State and StateSwitch

To change the state's values use the corresponding API methods.要更改状态的值,请使用相应的API 方法.

Types of States国家类型#

  • StateToggle (bool) — a switch that enables/disables the stateStateToggle (bool) — 启用/禁用状态的开关
  • StateSwitch (integer) — a multiple-value switch based on array of items (mandatory argument)StateSwitch (integer) — 基于项目数组的多值开关(强制参数)
  • StateInt (integer) — a state with an integer number (used to pass the state value via the API to the shader)StateInt (integer) — 具有整数的状态(用于通过 API 将状态值传递给着色器)
  • State — auto detection of the state type (if the items argument is present, then StateSwitch; otherwise StateToggle)State — 自动检测状态类型(如果存在 items 参数,则为 StateSwitch;否则为 StateToggle

Usage Examples使用示例#

Suppose we got the base material with these states defined:假设我们得到了定义了这些状态的基础材料:

ULON
BaseMaterial 
{
	State my_state_switch = 4 <items = [a b c d e]> // or StateSwitch my_state_switch = 4 <items = [a b c d e]>
	State my_state_toggle = 1
	StateInt my_state_int = 256 <internal = true>
}

Then the following defines are available in the shaders:然后在着色器中可以使用以下定义

UUSL
#define GET_STATE_MY_STATE_SWITCH 4
#define GET_STATE_MY_STATE_TOGGLE 1
#define GET_STATE_MY_STATE_INT 256

#ifdef STATE_MY_STATE_SWITCH_A
    /* some UUSL code */
#elif  STATE_MY_STATE_SWITCH_B
    /* some UUSL code */
#elif  STATE_MY_STATE_SWITCH_E
    /* some UUSL code */
#endif

#ifdef STATE_MY_STATE_TOGGLE
    /*some UUSL code*/
#endif

int my_state_int = GET_STATE_MY_STATE_INT;

Arguments论据#

editableeditable#

Boolean

A flag indicating if state can be changed in the Parameters window or via API.指示状态是否可以在 Parameters 窗口或通过API .

Available values:可用值:

  • false — unchangeablefalse — 不可更改
  • true — changeable (by default)true — 可更改(默认)

titletitle#

String

Title for the Editor.编辑的标题。

tooltiptooltip#

String

Tooltip for the Editor.编辑器的工具提示。

switch_groupswitch_group#

String

Sets this state to be responsible for the toggle of the specified group.将此状态设置为负责指定组的切换。

hiddenhidden#

Boolean

A flag indicating if the state is hidden in the Editor.指示状态是否在编辑器中隐藏的标志。

Available values:可用值:

  • false — shows the state in the Editorfalse — 显示编辑器中的状态
  • true — hides the state in the Editortrue — 在编辑器中隐藏状态

internalinternal#

Boolean

A flag indicating if the state is hidden in the Editor and the state values are not saved for the inherited materials.一个标志,指示状态是否在编辑器中隐藏,并且不为继承的材质保存状态值。

Available values:可用值:

  • false — shows the state in the Editor and saves the state values for the inherited materialsfalse — 在编辑器中显示状态并保存继承材质的状态值
  • true — hides the state in the Editor and does not save the state values for the inherited materialstrue — 在编辑器中隐藏状态并且不保存继承材质的状态值

itemsitems#

Array of Strings字符串数组

Items used for the StateSwitch type.用于的项目状态开关类型。

passpass#

Array of Strings

Specifies what passes use this state.指定使用此状态的传递。

Available values:可用值:

注意

To make one or more passes use this state, write passes in square brackets and separate them with spaces. For example:要使一个或多个传递使用此状态,请将传递写在方括号中并用空格分隔它们。例如:

ULON
State wireframe_antialiasing <pass=[wireframe post custom_pass_name]>
最新更新: 2022-12-14
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