This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
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
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
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
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Decal

Implements the basic render functionality for decals. Can be used for the following objects:

You can find the source code for this abstract material here: <SDK>/data/core/materials/abstract/decal/decal.abstmat

Features#

The abstract material for decals has features implemented as internal states that can be enabled on demand in the child material.

blend_src ( Option )
Description:

Option used to scale the source color (the color of an overlaying material).

Editable:false
Default:src_alpha
blend_dest ( Option )
Description:

Option used to scale the destination color (the color of an obscured material).

Editable:false
Default:one_minus_src_alpha
transparent ( Option )
Description:Transparency type of the material.
Editable:false
Default:blend
alpha_fade ( State )
Description:Adds smooth transitions in the areas neighboring with visibility limits (defined by fade and visibility settings). Can be used for smooth transitions between LODs.
Internal:true
Default:false
screen_projection ( State )
Description:

Enables screen projection for the decal instead of projecting it onto a surface. (only Mesh decals are supported)

Editable:false
Default:false
emission ( State )
Description:

Enables emission rendering.

This effect simulates glow from extremely bright surfaces and can be used to create self-luminous objects (lamps, fire, etc.)

Editable:false
Default:false
auxiliary ( State )
Description:

Enables auxiliary rendering pass for the material.

Can be used for custom post-effects, such as thermal vision, etc.

Editable:false
Default:false
albedo ( State )
Description:Enables the output to the decal albedo buffer.
Editable:false
Default:true
metalness_specular_translucent ( State )
Description:Enables the output to the decal shading buffer.
Editable:false
Default:true
roughness_microfiber ( State )
Description:Enables the output to the decal shading buffer.
Editable:false
Default:true
normal ( State )
Description:Enables the output to the decal normal buffer.
Editable:false
Default:true
normal_substitute ( State )
Description:Rendering mode for normals. By default, normal maps of a base and overlapping material are combined together. With this option enabled, only normals of the overlapping material are used.
Editable:false
Default:false
tbn_mode ( State )
Description:Defines the tangent space (Tangent-Binormal-Normal matrix) used for normal mapping:
  • Take From Decal Mesh (0) — normals of the decal mesh (for Mesh decals) or plane (for Orthographic and Projected decals) are used;
  • Up Direction of Decal (1) — decal's local up vector is used;
  • GBuffer Normal (2) — normals from the screen normal buffer are used;
  • GBuffer Depth Based Normal (3) — normals are constructed based on the screen depth buffer content. Unlike GBuffer Normal, this option provides unaltered normals as they are presented in the scene geometry.
Editable:false
Default:0
material_mask ( Mask24 )
Description:

Decal bit-mask.

A decal will be projected onto a surface if this mask matches the mask of the surface material (one bit, at least).

Default:0xffffffff
Condition:(gbuffer)
viewport_mask ( Option )
Description:

Viewport mask of the material.

A surface, having this material assigned, will be rendered into a viewport, if its viewport mask and the material viewport mask match the viewport mask of the camera (one bit, at least).

Default:0xffffffff
order ( Option )
Description:

Sort order used when rendering transparent objects with alpha blending.

Transparent objects should be set lowest order numbers and thus rendered first, while opaque objects should be set highest order numbers to be rendered last.

Default:false

Shaders#

Here's the list of available shader code that includes types for the current abstract material. These custom shaders are included in the abstract material's shader in the corresponding place via marker.

common#

All shader code that you describe here (variables, functions, defines, constants, etc.) is included in every other type of shader: vertex, fragment.

vertex_struct#

Using the following structures you can get access to the base and user data in these shaders: vertex, fragment.

Name Arguments Description
INIT_USER_DATA

TYPE — type of the user data

NAME — name of the user data

Initializes user data that will be interpolated between vertices and passed through the shader pipeline.

vertex#

Performs operations (e.g., transformations) on individual vertices received from the Input Assembler stage and passes them to the hidden geometry shader. You can use the provided Input data to modify Output data.

Input Data#

Name Type Description
VERTEX_IN_TRANSFORM float4x4 Transforms from object space to view space.
VERTEX_IN_ITRANSFORM float4x4 Transforms from view space to object space.
VERTEX_IN_MODELVIEW float4x4 Transforms from world space to view space.
VERTEX_IN_IMODELVIEW float4x4 Transforms from view space to world space.
VERTEX_IN_TIME float Current global engine time elapsed since the engine initialization in ms. Updates automatically to correctly calculate velocity.
VERTEX_IN_GAME_TIME float Current game time that relates to Game::setScale and Game::setIFps. Updates automatically to correctly calculate velocity.
VERTEX_IN_POSITION float3 Vertex position in object space.
VERTEX_IN_UV float4 Vertex projected UV.
VERTEX_IN_COLOR float4 Color of the vertex. Constant value — float4(1, 1, 1, 1) (only for DecalProj and DecalOrtho).
VERTEX_IN_BASIS float4 Vertex encoded basis, use getTangentBasis(). Constant value — float4(0, 0, 0, -1) (only for DecalProj and DecalOrtho).
VERTEX_IN_TANGENT float3 Vertex object space tangent. Constant value — float3(1, 0, 0) (only for DecalProj and DecalOrtho).
VERTEX_IN_BINORMAL float3 Vertex object space binormal. Constant value — float3(0, -1, 0) (only for DecalProj and DecalOrtho).
VERTEX_IN_NORMAL float3 Vertex object space normal. Constant value — float3(0, 0, 1) (only for DecalProj and DecalOrtho).

Output Data#

Name Type Description
DATA_POSITION float3 Vertex position in view space
DATA_TANGENT float3 Vertex tangent in view space
DATA_BINORMAL float3 Vertex binormal in view space
DATA_NORMAL float3 Vertex normal in view space
DATA_UV float4

Contains a set of vertex UV coordinates.

For DecalMesh:

  • xy — base UV
  • zw — lightmap UV

For DecalProj/DecalOrtho:

  • xy — UV for current vertex
  • zw — 0, 0
DATA_COLOR float4 Vertex RGBA color

fragment#

Produces shading data for each interpolated pixel fragment.

Input Data#

Name Type Description
DATA_TANGENT float3 Position in view space.
DATA_BINORMAL float3 Tangent in view space.
DATA_NORMAL float3 Binormal in view space.
DATA_SIGN_BINORMAL float Sign of the binormal.
DATA_UV float4

A set of UV coordinates.

For DecalMesh:

  • xy — base UV
  • zw — lightmap UV

For DecalProj/DecalOrtho:

  • xy — UV for current vertex
  • zw — 0, 0
DATA_COLOR float4 RGBA color.
PROJECTED_NORMAL float3 Normal in view space.
PROJECTED_POSITION float3 Fragment camera world space position.
SCENE_NORMAL float3 GBuffer normal.
SCENE_POSITION float3 Fragment object space position.

Output Data#

Name Type Default Description
OUT_FRAG_OPACITY float Defined for most cases separately. (check abstract material source code for reference) Decal global visibility
OUT_FRAG_AUXILIARY float4 (0, 0, 0, 0) Auxiliary color modifier (requires enabled auxiliary)
OUT_FRAG_OPACITY_AUXILIARY float 1 Auxiliary visibility (requires enabled auxiliary)
OUT_FRAG_EMISSION float3 (0, 0, 0) Emission color modifier (requires enabled emission)
OUT_FRAG_ALBEDO float3 (0, 0, 0) GBuffer albedo color modifier (requires enabled albedo)
OUT_FRAG_OPACITY_ALBEDO float 1 Albedo color visibility (requires enabled albedo)
OUT_FRAG_METALNESS float 0 GBuffer metalness modifier (requires enabled metalness_specular_translucent)
OUT_FRAG_SPECULAR float 0.0 GBuffer specular modifier (requires enabled metalness_specular_translucent)
OUT_FRAG_TRANSLUCENT float 0 GBuffer translucent modifier (requires enabled metalness_specular_translucent)
OUT_FRAG_OPACITY_METALNESS_SPECULAR_TRANSLUCENT float3 1 Metalness, specular and translucent visibility (requires enabled metalness_specular_translucent)
OUT_FRAG_ROUGHNESS float 0 GBuffer roughness modifier (requires enabled roughness_microfiber)
OUT_FRAG_MICROFIBER float 0 GBuffer microfiber modifier (requires enabled roughness_microfiber)
OUT_FRAG_OPACITY_ROUGHNESS_MICROFIBER float 0 Roughness and microfiber visibility (requires enabled roughness_microfiber)
OUT_FRAG_NORMAL float3 DATA_NORMAL Normal in modelview space (requires enabled normal)
OUT_FRAG_OPACITY_NORMAL float 1 Normal visibility (requires enabled normal)

Textures#

List of available textures that are pre-defined and used in the fragment shader.

Name Type Description
depth 2D Texture that stores the native opacity depth.
material_mask 2D Texture that stores the material mask.
gbuffer_normal 2D Texture that uses the G-buffer to store encoded normal.

Usage Example#

ULON
BaseMaterial <parent=Unigine::decal>
{
	TextureCube cubemap = "core/textures/common/environment_probe_default.texture"
	Slider z_offset = 0.5f <min=0 max=0.8>
	
	Shader common=
	#{
		float3 sample_albedo(float3 scene_position, float3 data_normal)
		{
			const float3x3 view_to_camera_world = toFloat3x3(s_imodelview);
			const float3x3 rotate_view_to_world = view_to_camera_world;
			
			float3 view_direction  = positionToViewDirection(scene_position);
			
			float3 cube_sample_uvw = reflect(-view_direction, data_normal);
			cube_sample_uvw = mul3(rotate_view_to_world, cube_sample_uvw) - float3(0.0f, 0.0f, var_z_offset);
			return TEXTURE(tex_cubemap, cube_sample_uvw).rgb;
		}
	#}
	
	Shader fragment=
	#{
		OUT_FRAG_ALBEDO = sample_albedo(SCENE_POSITION, DATA_NORMAL);
		OUT_FRAG_SPECULAR = 1.0f;
		OUT_FRAG_ROUGHNESS = 1.0f;
	#}
}
Last update: 2024-12-13
Build: ()