This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Render

ComputeShader#

Creating a compute shader to process a million of particles.

ComputeShaderImage#

Creating a compute shader that processes a read-write texture on GPU (without CPU).

FfpDepth#

Demonstration of how to draw visualizer elements taking the depth buffer into account.

GBufferRead#

Demonstration of how to access GBuffer textures during the rendering process.

GBufferWrite#

Demonstration of how to modify GBuffer textures during the rendering process.

RenderTarget#

Rendering to a texture by using the RenderTarget class.

LiDAR#

LiDAR is a method used in robot vacuum cleaners, drones, self-driving cars, etc. for optical scanning of surroundings. This sample contains the LiDAR emulation that can be used for training autopilots and AI. A quick and accurate scaner is implemented using the depth buffer. You can configure your LiDAR (set the desired range, FOV, resolution, and other parameters) via API.

Offscreen#

Running in the background mode, the sample demonstrates graphics context creation, screenshots are periodically saved to the saved_image folder (DirectX only).

Screenshot#

Grabbing a final image from the rendering sequence.

StructuredBuffer#

Creating a simple DXT compression by using structured buffers.

Textures#

Creating a plugin for changing textures on meshes.

Last update: 2022-04-06
Build: ()