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着色器

This type of node is used to describe a UUSL shader in an ULON-based material file. Currently, the engine supports Vertex, Control, Evaluate, Geometry, Fragment, and Compute shaders.这种类型的节点用于描述基于 ULON 的材质文件中的 UUSL 着色器。目前,引擎支持 Vertex, Control, Evaluate, Geometry, FragmentCompute 着色器。

The syntax is the following:语法如下:

ULON
Shader name =
#{
	// UUSL code
#}

As a node's value you must specify a UUSL-based code enclosed in "#{" and "#}".作为节点的值,您必须指定UUSL基于 "#{""#}" 的代码。

See the SDK/data/core/materials/shaders/render/ directory for the list of headers implementing common shaders' functions which can be included and used in custom shaders. To start writing UUSL shaders, include the common header:请参阅 SDK/data/core/materials/shaders/render/ 目录以获取实现通用着色器功能的标头列表,这些功能可以包含在自定义着色器中并使用。要开始编写 UUSL 着色器,请包含公共标头:

UUSL
#include <core/materials/shaders/render/common.h>

Types of Shaders着色器的类型#

The following types of shaders corresponding to their counterparts in different graphic APIs are available:以下类型的着色器对应于不同图形 API 中的对应物:

Unigine DirectX OpenGL
Vertex Vertex Vertex
Control Hull Control
Evaluate Domain Evaluate
Geometry Geometry Geometry
Fragment Pixel Fragment
Compute Compute Compute

Usage Examples使用示例#

The shader node is usually used as a shader value for the Pass node.着色器节点通常用作 Pass 节点的着色器值。

ULON
Shader shader_a =
#{
	// some UUSL code
#}

Pass ambient
{
	Vertex = shader_a
	Fragment = shader_a
}

The advantages of this shader setup method are:这种着色器设置方法的优点是:

  • It reduces the amount of identical code.它减少了相同代码的数量。
  • One shader code can be used in different render passes.一个着色器代码可用于不同的渲染通道。

On the other hand, it is not the best approach for large shaders. Use includes for these cases:另一方面,它不是大型着色器的最佳方法。在这些情况下使用 includes

  1. Write different shaders in separate files and then specify their paths as shader values in the pass:
    shaders/a.vert (UUSL)
    // some UUSL code
    shaders/b.frag (UUSL)
    // some UUSL code
    Source code (ULON)
    Pass deferred 
    {
    	Vertex = "shaders/a.vert"
    	Fragment = "shaders/b.frag"
    }
    在单独的文件中编写不同的着色器,然后在 pass 中将它们的路径指定为着色器值:
    shaders/a.vert (UUSL)
    // some UUSL code
    shaders/b.frag (UUSL)
    // some UUSL code
    Source code (ULON)
    Pass deferred 
    {
    	Vertex = "shaders/a.vert"
    	Fragment = "shaders/b.frag"
    }
  2. Include the code of a different shader by using the marker: #shader shader_name.
    Source code (ULON)
    Shader a = 
    #{
            // shader code A
    }#
    
    Shader b = 
    #{
            // shader code B
            #shader a
    }#
    
    // the result shader b will look like this: 
    Shader b = 
    #{
            // shader code B
            // shader code A
    #}
    使用标记包含不同着色器的代码:#shader shader_name
    Source code (ULON)
    Shader a = 
    #{
            // shader code A
    }#
    
    Shader b = 
    #{
            // shader code B
            #shader a
    }#
    
    // the result shader b will look like this: 
    Shader b = 
    #{
            // shader code B
            // shader code A
    #}
最新更新: 2024-04-19
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