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Mesh

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

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

Features#

The abstract material for a mesh has features implemented as internal states that can be enabled on demand in the child material:

Name Description
Engine Essential features of the Mesh material.
Post Processing Post Processing effects that are supported by the material.
Specular AA Specular Anti-Aliasing feature.
Tessellation Mesh Tessellation feature.
Notice
The following states, options and parameters are the base functionality that is also available in the Mesh Transparent and Mesh Unlit abstract materials.

Engine#

Engine group.

alpha_fade ( State )
Description:Adds smooth transitions in the areas neighboring with visibility limits of the mesh (defined by fade and visibility settings for a surface to which the material is assigned). Can be used for smooth transitions between LODs.
Internal:true
Default:false
gbuffer ( State )
Description:Enables writing of deferred buffers for the material.
Editable:false
Default:true
lightmap ( State )
Description:Enables lightmaps for the geometry to which this material is assigned.
Internal:true
Default:false
wireframe_antialiasing ( State )
Description:Enables antialiasing of wireframes for the geometry to which this material is assigned.
Internal:true
Default:false
force_velocity ( State )
Description:Enabling this option forces the Engine to calculate velocity required for the mesh to support TAA.
Editable:false
Default:false
dynamic ( State )
Description:Enables writing to velocity buffer.
Internal:true
Default:false
Condition:(!force_velocity)
static_shadow ( State )
Description:Enables using the Unigine::mesh_static_shadow material instead of this material for shadows. Disabled for forward materials that support ObjectMeshStatic or ObjectParticles.
Editable:false
Default:false
Condition:(!tessellation_shadow && !custom_depth)
custom_depth ( State )
Description:Enables writing custom depth to the Z-Buffer.
Editable:false
Default:0
custom_depth_shadow ( State )
Description:Flag indicating whether custom depth affects shadows.
Editable:false
Default:true
Condition:(custom_depth)
tessellation ( State )
Description:

Enables tessellation for the geometry to which this material is assigned.

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
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:none
overlap ( Option )
Description:

Render polygons, to which the material is applied, on the top of the render.

This can be used for UI elements.

Editable:false
Default:false
two_sided ( Option )
Description:

Render polygons, to which the material is applied, two times per lighting pass.

This option should be disabled to gain performance, when you don't need both sides of polygons to be rendered.

Editable:false
Default:false
depth_test ( Option )
Description:

Toggles depth testing for the material on and off.

This can be used to make objects occluded by others visible (e.g. a character behind a wall).

Editable:false
Default:true
depth_mask ( Option )
Description:A flag indicating if writing in the depth buffer is enabled for a material (only for Object).
Editable:false
Default:true

Post Processing#

The following states define bits in the material mask:

material_ssao ( State )
Description:

Enables the screen-space ambient occlusion (SSAO) for this material (Alpha Test and Opaque only, non Alpha Blend materials).

Default:true
Condition:(gbuffer)&&(transparent!=2)
material_ssr ( State )
Description:

Enables the screen-space reflections (SSR) for this material (Alpha Test and Opaque only, non Alpha Blend materials).

Default:true
Condition:(gbuffer)&&(transparent!=2)
material_sssss ( State )
Description:

Enables the Screen-Space Subsurface Scattering (SSSSS) for this material (Alpha Test and Opaque only, non Alpha Blend materials).

Default:false
Condition:(gbuffer)&&(transparent!=2)
material_dof ( State )
Description:

Enables the Depth of Field (DOF) effect for this material.

Default:true
Condition:(gbuffer)
material_motion_blur ( State )
Description:

Enables the motion blur for this material.

Default:true
Condition:(gbuffer)
material_screen_space_shadows ( State )
Description:

Enables the screen space shadows for this material.

Default:true
Condition:(gbuffer)
material_shoreline_wetness ( State )
Description:

Enables the wetness effect for objects near the shoreline for this material (Alpha Test and Opaque only, non Alpha Blend materials).

Default:true
Condition:(gbuffer)&&(transparent!=2)

Specular AA#

specular_aa ( State )
Description:Anti-aliasing of specular highlights. This anti-aliasing is performed by increasing roughness at places where normals change their orientation. Geometry of the model is used, the normal map is not required.
Editable:true
Internal:false
Default:false
specular_aa_intensity ( Slider )
Description:Strength of the specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
Editable:true
Internal:false
specular_aa_threshold ( Slider )
Description:Maximum value for the offset to be subtracted from the smoothness value to reduce artifacts.
specular_aa_albedo_impact ( State )
Description:Intensity of darkening the albedo on metal surfaces.
specular_aa_specular_impact ( Slider )
Description:Intensity of darkening the specular on dielectric surfaces.
specular_aa_roughness_impact ( State )
Description:Intensity of roughness.

Tessellation#

tessellation_shadow ( State )
Description:

Enables tessellation for the shadow pass.

Default:false
Condition:(tessellation)
tessellation_density ( Slider )
Description:

Coefficient for subpixel reduction of polygons.

The value of 1 corresponds to the highest mesh density defined by the Factor parameter.

Notice: although lower values help significantly reduce the number of polygons and improve the performance, be careful as visual artifacts may appear when the camera moves. To get rid of wiggling and keep the small number of polygons, it is recommended to increase Density while decreasing Factor values.

Default:0.5
Condition:(tessellation)
tessellation_shadow_factor ( Slider )
Description:

Coefficient of tessellation intensity for shadow polygons: higher values produce more polygons.

Default:0.25
Condition:(tessellation)&&(tessellation_shadow)
tessellation_shadow_density ( Slider )
Description:

Coefficient for subpixel reduction of shadow polygons.

The value of 1 corresponds to the highest mesh density defined by the Shadow Factor parameter.

Default:0.1
Condition:(tessellation)&&(tessellation_shadow)
tessellation_distance_falloff_near ( Slider )
Description:

Distance (in units) from the camera where tessellation falloff starts.

Default:2
Condition:(tessellation)
tessellation_distance_falloff_far ( Slider )
Description:

Tessellation falloff distance range, in units. Tessellation effect is rendered at the distance range from Near to Near + Far.

Default:50
Condition:(tessellation)
tessellation_distance_falloff_exp ( Slider )
Description:

Determines how fast the tessellation intensity decreases with the distance.

Default:1
Condition:(tessellation)
tessellation_distance_falloff_max_mip ( Slider )
Description:

Maximum allowed mipmap level of the Displacement texture to avoid losing tessellation details with the distance.

Default:6
Condition:(tessellation)
tessellation_culling_near ( Slider )
Description:

Distance (in units) from the camera where the tessellation culling starts.

Default:1
Condition:(tessellation)
tessellation_culling_back_face ( Slider )
Description:

Angle (in degrees) between the camera and a polygon of the control mesh, at which the polygon is not tessellated.

Default:0.5
Condition:(tessellation)
tessellation_culling_screen_border ( Slider )
Description:

Screen border offset used to prevent undesired culling of tessellated polygons outside the screen.

Default:0.1
Condition:(tessellation)
tessellation_shadow_culling_back_face ( Slider )
Description:

Angle (in degrees) between the camera and a shadow polygon of the control mesh, at which this polygon is not tessellated.

Default:0.8
Condition:(tessellation)&&(tessellation_shadow)
tessellation_shadow_culling_screen_border ( Slider )
Description:

Screen border offset used to prevent undesired culling of tessellated shadow polygons outside the screen.

Default:0.05
Condition:(tessellation)&&(tessellation_shadow)

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, control, evaluate, fragment.

vertex_struct#

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

Name Arguments Description
INIT_BASE_DATA (none) Initializes the base structure variables (available in all shaders).
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.
INIT_USER_NOINTERPOLATION_DATA

TYPE — type of the user data

NAME — name of the user data

Initializes user data that won’t be interpolated between vertices but still will be passed through shader pipeline.

INIT_BASE_DATA initializes the following set of semantics:

Name Type Description Access
INIT_POSITION float4 Adds position
INIT_FRONTFACE bool Adds an input semantic indicating primitive face (frontface or not). (none)
INIT_DATA_POSITION float3 Adds view-space position.
INIT_DATA_OBLIQUE_FRUSTUM float Adds oblique frustum. (none)
INIT_DATA_ALPHA_FADE float Adds alpha fade. (none)
INIT_DATA_TESSELLATION_FACTOR float Adds tessellation factor. Requires tessellation enabled.
INIT_DATA_TESSELLATION_MIP float Adds a custom tessellation mip semantic. Requires tessellation enabled. (none)
INIT_DATA_TESSELLATION_SCALE float Adds a custom tessellation scale semantic. Requires tessellation enabled. (none)
INIT_DATA_UV float4 Adds a custom uv coordinate semantic.
INIT_DATA_NEW_POSITION float3 Adds a custom new position semantic. Updates automatically. (none)
INIT_DATA_OLD_POSITION float3 Adds a custom old position semantic. Updates automatically. (none)
INIT_DATA_COLOR float4 Adds a custom color semantic.
INIT_DATA_BINORMAL float3 Adds a custom binormal semantic.
INIT_DATA_NORMAL float3 Adds a custom normal semantic.
INIT_DATA_SIGN_BINORMAL float Adds a custom binormal sign semantic.

vertex#

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

Input Data#

Name Type Description
VERTEX_IN_POSITION float3 Vertex position in object space
VERTEX_IN_UV float4 UV coordinates of the vertex
VERTEX_IN_COLOR float4 Color of the vertex
VERTEX_IN_BASIS float4 Basis quaternion in space. Updates automatically to correctly calculate velocity.
VERTEX_IN_TANGENT float3 Tangent of the basis in object space. Updates automatically to correctly calculate velocity.
VERTEX_IN_BINORMAL float3 Binormal of the basis in object space. Updates automatically to correctly calculate velocity.
VERTEX_IN_NORMAL float3 Normal of the basis in object space. Updates automatically to correctly calculate velocity.
DATA_SIGN_BINORMAL float Sign of the binormal in object space.
VERTEX_IN_TRANSFORM float4x4 Transforms from object space to view space.
VERTEX_IN_MODELVIEW float4x4 Transforms from world space to view space. Updates automatically to correctly calculate velocity.
VERTEX_IN_IMODELVIEW float4x4 Transforms from view space to world space. Updates automatically to correctly calculate velocity.
VERTEX_IN_INSTANCE uint Object’s batched instance ID.
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.

Use these variables as they are automatically updated during the material processing (for example, due to velocity calculations the vertex shader is executed twice).

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:

  • xy — base UV
  • zw — lightmap UV
DATA_COLOR float4 Vertex RGBA color
DATA_TESSELLATION_FACTOR float Mesh tessellation factor. Available only when tessellation state is enabled.

evaluate#

All tessellated vertex data get interpolated here.

Input Data#

Notice
  • Use prefix IN_EVAL_ instead of IN_ (e.g. IN_EVAL_DATA_POSITION(index)) in order to get a non-interpolated value for the specific vertex of the current patch, where index is a triangle vertex index ranging from 0 to 2.
  • All IN_#DATA_NAME here will implicitly call IN_INTERPOLATE_DATA().

Functions#

Notice
Texture sampling functions take into account the DATA_TESSELLATION_MIP.
Name Arguments Description
TEXTURE

Name — name of the texture slot

UV — texture uv value

Samples a texture.
TEXTURE_MIP_OFFSET

Name — name of the texture slot

UV — texture uv value

Offset — texture uv offset value

Samples a texture with mipmap offset.

fragment#

Produces color values for each interpolated pixel fragment. You can use the provided Input data to modify Output data.

Input Data#

Name Type Description
DATA_NORMAL float3 Normal in view space
DATA_BINORMAL float3 Binormal in view space
DATA_TANGENT float3 Tangent in view space
DATA_UV float4

A set of UV coordinates

  • xy — base UV
  • zw — lightmap UV
DATA_COLOR float4 Vertex color
DATA_ALPHA_FADE float Alpha fade value

Output Data#

Notice
For Alpha Test and Transparent materials (in one of the following passes: Deferred, Auxiliary, Shadow), opacity threshold discards pixel if opacity <= threshold.
Name Type Default Description
OUT_FRAG_ALBEDO float3 (0, 0, 0) GBuffer albedo color modifier
OUT_FRAG_OPACITY float 1 Alpha of the current pixel
OUT_FRAG_OPACITY_THRESHOLD float 0.5 Opacity threshold
OUT_FRAG_METALNESS float 0 GBuffer metalness value
OUT_FRAG_ROUGHNESS float 0 GBuffer roughness value
OUT_FRAG_SPECULAR float 0 GBuffer specular value
OUT_FRAG_MICROFIBER float 0 GBuffer microfiber value
OUT_FRAG_NORMAL float3 DATA_NORMAL Normal in view space
OUT_FRAG_TRANSLUCENT float 0 GBuffer translucent value
OUT_FRAG_BEVEL float 0 Bevel radius
OUT_FRAG_CAVITY float 0 Cavity mask
OUT_FRAG_CONVEXITY float 0 Convexity mask
OUT_FRAG_EMISSION float3 (0, 0, 0) Emission color value (requires enabled emission)
OUT_FRAG_AUXILIARY float4 (0, 0, 0, 0) Auxiliary color value (requires enabled auxiliary)
OUT_FRAG_DELTA_DEPTH float 0 Delta depth (requires enabled custom_depth)

Usage Examples#

Normal Mapping#

ULON
BaseMaterial <parent=Unigine::mesh>
{
	Texture2D normal = "core/textures/post_filter_wet_normal.dds"
	
	Color albedo = [1 1 1 1]
	
	// optimization
	State static_shadow = true
	State vertex_velocity = false
	
	Shader vertex_struct =
	#{
		INIT_BASE_DATA
	#}
	
	Shader common =
	#{
		float3 color_to_normal_ts(float4 color)
		{
			float3 normal;
			normal.xy = color.xy * 2.0f - float2_one;
			normal.z = sqrt(saturate(1.0f - length(normal.xy)));
			return normalize(normal);
		}

		float3 sample_normalmap(float2 uv, float3x3 rotate_view_to_tangent)
		{
			float4 normalmap = TEXTURE(tex_normal, uv);
			float3 normal = color_to_normal_ts(normalmap);
			return mul3(normal, rotate_view_to_tangent);
		}
	#}
	
	Shader fragment =
	#{
		const float3x3 rotate_view_to_tangent = matrix3Row(DATA_TANGENT, DATA_BINORMAL, DATA_NORMAL);
		
		OUT_FRAG_ALBEDO = var_albedo.rgb;
		OUT_FRAG_SPECULAR = 0.5f;
		OUT_FRAG_ROUGHNESS = 1.0f;
		OUT_FRAG_METALNESS = 0.0f;
		OUT_FRAG_NORMAL = sample_normalmap(DATA_UV.xy, rotate_view_to_tangent);
	#}
}

Albedo Texture#

ULON
BaseMaterial <parent=Unigine::mesh>
{
	Texture2D albedo = "core/textures/common/checker_d.dds"
	Color albedo = [1 1 1 1]
	
	// optimization
	State static_shadow = true
	State vertex_velocity = false
	
	Shader vertex_struct =
	#{
		INIT_BASE_DATA
	#}
	
	Shader common =
	#{
		float3 sample_albedo(float2 uv)
		{
			return TEXTURE(tex_albedo, uv).rgb * var_albedo.rgb;
		}
	#}
	
	Shader fragment =
	#{
		OUT_FRAG_ALBEDO = sample_albedo(DATA_UV.xy);
		OUT_FRAG_SPECULAR = 0.5f;
		OUT_FRAG_ROUGHNESS = 1.0f;
		OUT_FRAG_METALNESS = 0.0f;
	#}
}
Last update: 2022-06-02
Build: ()