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
材质和着色器
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

绑定

This type of node is used to specify more objects that can use this material in addition to the main object type defined in the node argument of the BaseMaterial. To add a new type of object for the material, you must bind your new custom node to the original node this material is already bound to.这种类型的节点除了在 BaseMaterialnode 参数中定义的主要对象类型之外,还用于指定更多可以使用该材质的对象。要为材质添加新类型的对象,您必须将新的自定义节点绑定到该材质已绑定到的原始节点。

The syntax is the following:语法如下:

ULON
Bind from_node_name = to_node_name <defines=”SOME_UNIQUE_DEFINE”>

Usage Examples
使用示例#

ULON
BaseMaterial <node=ObjectMeshStatic> // the material is set to be used only for ObjectMeshStatic nodes
{
        Bind ObjectMeshStatic = ObjectMeshDynamic // set this material to be used by ObjectMeshDynamic as well
        Bind ObjectMeshStatic = ObjectMeshSkinned <defines="SKINNED"> // also set this material to be used by ObjectMeshSkinned with an additional define for shaders
        Bind ObjectMeshStatic = ObjectMeshCluster <defines="USE_CLUTTER_CLUSTER_PARAMETERS">
        Bind ObjectMeshStatic = ObjectMeshClutter <defines="USE_CLUTTER_CLUSTER_PARAMETERS">
        Bind ObjectMeshStatic = ObjectMeshSplineCluster <defines="USE_CLUTTER_CLUSTER_PARAMETERS,SPLINE"> // compile material's shaders with two additional defines
}

We have added five more types of nodes to be supported by this material, some with additional defines. The corresponding defines will be used to compile shaders for the particular node type. For instance, the material's shader for ObjectMeshSkinned will be compiled with the SKINNED define enabled.我们添加了另外五种类型的节点以受此材质支持,其中一些具有附加定义。相应的定义将用于编译特定节点类型的着色器。例如,ObjectMeshSkinned 的材质着色器将在启用 SKINNED 定义的情况下编译。

Arguments
论据#

defines
defines#

Definitions separated by a comma without any space. You can also specify your own custom defines:用逗号分隔的定义,没有任何空格。您还可以指定自己的自定义定义:

ULON
Bind main_node = new_node <defines=”SOME_UNIQUE_DEFINE”>
最新更新: 2024-08-16
Build: ()