Creating of Custom Shader for Forward Rendering Pass
Since UNIGINE 2 rendering pipelines includes forward rendering pass, you are able to create custom shaders for forward rendering. Forward pass can be added to the already created custom material. This article shows you how to write a material with custom shaders for the forward rendering pass.
See Also
- The article on Material Settings
- The article on Custom Materials
Create a Material
To use shader, we should create a material with the forward pass. Another way (if you already created the material with deferred pass) is to add the forward pass to the already created custom material. Let's add the forward pass to the custom material that created for deferred shaders.
The material will have the following structure:
<?xml version="1.0" encoding="utf-8"?>
<materials version="2.0" editable="0">
<!-- custom mesh material -->
<material name="custom_mesh_material" editable="0">
<!-- states -->
<state name="deferred">1</state>
<state name="ambient">1</state>
<!-- deferred rendering shaders -->
<shader pass="deferred" object="mesh_static"
deferred="1"
defines="BASE_DEFERRED"
vertex="<your project folder>/shaders/vertex/deferred.vert"
fragment="<your project folder>/shaders/fragment/deferred.frag"/>
<!-- forward rendering shaders -->
<shader pass="ambient" object="mesh_static"
ambient="1"
defines="BASE_AMBIENT"
vertex="<your project folder>/shaders/vertex/deferred.vert"
fragment="<your project folder>/fragment/forward.frag"/>
<!-- bindings -->
<bind object="mesh_dynamic" to="mesh_static"/>
<bind object="mesh_skinned" to="mesh_static"/>
<!-- textures -->
<texture unit="0" name="diffuse" anisotropy="1" shader="fragment" pass="deferred,ambient">core/textures/common/white.dds</texture>
<texture unit="1" name="height" shader="vertex" pass="deferred,ambient">core/textures/common/white.dds</texture>
<texture unit="1" shader="fragment" type="deferred_depth"/>
<texture unit="2" shader="fragment" type="deferred_normal"/>
</material>
</materials>
The key changes of the material are:
- Added a new ambient state for the custom material.
- Defined shaders for forward (ambient) rendering pass.
In UNIGINE we use "ambient pass" instead of "forward pass".
- Added ambient pass to the textures attributes.
- Added two new textures for the fragment shader of the ambient pass: deferred_depth and deferred_normal. These textures contain the information from the corresponding buffers of the deferred rendering pass.
Now the material library has the material with forward and deferred rendering passes.
Create Vertex Shader
Since we write a simple shader example, let's use the vertex shader for the deferred rendering pass.
The vertex shader code is the following:
// Include Unified Unigine Shader Language (UUSL) header
#include <core/shaders/common/common.h>
// Input data struct
STRUCT(VERTEX_IN)
INIT_ATTRIBUTE(float4,0,POSITION) // Vertex position
INIT_ATTRIBUTE(float4,1,TEXCOORD0) // Vertex texcoord (uv)
INIT_ATTRIBUTE(float4,2,TEXCOORD1) // Vertex basis tangent
INIT_ATTRIBUTE(float4,3,TEXCOORD2) // Vertex color
END
// Create a texture sampler
#define TEX_HEIGHT 1
INIT_TEXTURE(TEX_HEIGHT)
// Our output vertex data struct
STRUCT(VERTEX_OUT)
INIT_POSITION // Out projected position
INIT_OUT(float4,0) // Texcoord (uv)
INIT_OUT(float3,1) // Vertex direction
INIT_OUT(float3,2) // Vertex TBN (X)
INIT_OUT(float3,3) // Vertex TBN (Y)
INIT_OUT(float3,4) // Vertex TBN (Z)
INIT_CUSTOM_DEPTH_VERTEX_OUT // For custom depth
END
MAIN_BEGIN(VERTEX_OUT,VERTEX_IN)
// Get transform with scale and rotation (without translation)
float4 row_0 = s_transform[0];
float4 row_1 = s_transform[1];
float4 row_2 = s_transform[2];
// Perform Modelview-space transform
float4 in_vertex = float4(IN_ATTRIBUTE(0).xyz,1.0f);
float4 position = mul4(row_0,row_1,row_2,in_vertex);
// Set output UV
float4 texcoord = IN_ATTRIBUTE(1);
OUT_DATA(0) = texcoord;
// Set output vertex direction
OUT_DATA(1) = position.xyz * s_depth_range.w;
// Define tangent basis
float3 tangent,binormal,normal;
// Getting normal in object-space
getTangentBasis(IN_ATTRIBUTE(2),tangent,binormal,normal);
// Transform object-space TBN into camera-space TBN
normal = normalize(mul3(row_0,row_1,row_2,normal));
tangent = normalize(mul3(row_0,row_1,row_2,tangent));
binormal = normalize(mul3(row_0,row_1,row_2,binormal));
// Add this to make the two-sided material
normal *= s_polygon_front;
// Set output TBN matrix
OUT_DATA(2) = float3(tangent.x,binormal.x,normal.x);
OUT_DATA(3) = float3(tangent.y,binormal.y,normal.y);
OUT_DATA(4) = float3(tangent.z,binormal.z,normal.z);
// Set the texture
float4 height = TEXTURE_BIAS_ZERO(TEX_HEIGHT,texcoord.xy);
// Perform the displacement mapping
position.rgb += normal * (height.r) * 0.2f;
OUT_POSITION = getPosition(position);
PERFORM_DEPTH_VERTEX_OUT
MAIN_END
Create Fragment Shader
This section contains instructions on how to create a fragment shader (also known as pixel shader). Forward rendering pass doesn't use deferred buffers to render the final image.
Let's create the fragment shader with some interesting code. We took the current textures of deferred shaders buffers (normal buffer and depth buffer) and use them to form the output color. Here is a code of the fragment shader:
- Open a plain text editor, and write the following:
// Include the UUSL language header #include <core/shaders/common/fragment.h> // Adds texture samplers #define TEX_COLOR 0 #define TEX_DEFERRED_DEPTH 1 #define TEX_DEFERRED_NORMAL 2 INIT_TEXTURE(TEX_COLOR) INIT_TEXTURE(TEX_DEFERRED_DEPTH) INIT_TEXTURE(TEX_DEFERRED_NORMAL) // Input data structure STRUCT(FRAGMENT_IN) INIT_POSITION // Projected position INIT_IN(float4,0) // Texcoord (uv) INIT_IN(float3,1) // Vertex direction INIT_IN(float3,2) // Vertex TBN (X) INIT_IN(float3,3) // Vertex TBN (Y) INIT_IN(float3,4) // Vertex TBN (Z) INIT_CUSTOM_DEPTH_VERTEX_IN END MAIN_BEGIN(FRAGMENT_OUT,FRAGMENT_IN) // Get the UV coords float4 texcoord = IN_DATA(0); // Get the texture data float4 texture_data = TEXTURE(TEX_COLOR,texcoord.xy); // Normal of a fragment in tangent-space STATICVAR float3 ts_normal = float3(0.0f,0.0f,1.0f); float3 N; N.x = dot(IN_DATA(2),ts_normal); N.y = dot(IN_DATA(3),ts_normal); N.z = dot(IN_DATA(4),ts_normal); N = normalize(N); // Get data from G-Buffer float4 deferred_depth_buffer = TEXTURE_BIAS_ZERO(TEX_DEFERRED_DEPTH,IN_POSITION.xy * s_viewport.zw); float4 deferred_normal_buffer = TEXTURE_BIAS_ZERO(TEX_DEFERRED_NORMAL,IN_POSITION.xy * s_viewport.zw); // Cut the sky from the buffer float deferred_cut = sign(dot(deferred_depth_buffer,deferred_depth_buffer)); // Get the normal float3 deferred_normal = normalize(getDeferredNormal(deferred_normal_buffer)); // Set the output color OUT_COLOR.rgb = FLOAT3(abs(dot(deferred_normal,N)) * deferred_cut); OUT_COLOR.a = 1.0f; // For custom depth CUSTOM_DEPTH_FRAGMENT_OUT MAIN_END
You should add a new line (press Enter) after closing the instruction. - Save the shader file with the forward.frag extension to the shaders/fragment folder.
Well, let's clarify what is under the hood of this fragment shader:
- We defined 2 textures in material: deferred_depth (depth buffer texture) and deferred_normal (normal buffer texture) to use them in our fragment shader.
- We defined the deferred_cut variable to cut out the sky.
- We set the output color by using the dot product of normal vectors.
- We didn't fill the G-buffer, because it's the fragment shader for ambient pass.
Editting the Material
After performing all these steps, you can see recently created shaders in use. Now you should open the UnigineEditor and assign the material.
- Open UnigineEditor and launch your project.
- Go the Materials settings and add a new material, which you recently created.
- Create a primitive, for example, a sphere.
- Create a new material by inheriting recently created.
- Go to the States tab of the material and turn off the Deferred pass.
The sphere should disappear.
- Go to the Common tab and specify one of the transparency presents to activate the ambient pass. For example, we activated Additive preset.
After that you'll get the following result.
Well, that the whole story!