This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
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 Objects
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
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
Art Samples
Tutorials

Chameleon Sample

This material graph sample demonstrates how to implement a chameleon paint material that changes its color depending on the view direction (when we look straight at the surface we see the primary color at the center, and the secondary color at angles).

The data for the Deferred PBR Material master material node is taken in the following way:

  • Opacity value (fully opaque) is specified directly via the port adapter.
  • Metalness and Roughness data are taken from Float Slider nodes (enabling you to adjust a float value via the Parameters panel in the UnigineEditor).
  • Albedo RGB data is taken via the xyz port adapter from the output of the Sample2D node. The Sample2D node samples data from the color gradient texture taken from the TextureCurve node (enabling you to adjust albedo color of the material via the Curve Editor in the UnigineEditor) in accordance with the UV data, which actually controls how the gradient colors will be applied. UV data is obtained as follows:

    We take view direction of the camera from the Ray direction of the Camera node and normal vector (Normal node) and get a dot product (Dot node). Then we saturate the result in the [0.0f; 1.0f] range with the Saturate node. This setup gives us 1 value when we look parallel to the normal vector and as the angle grows the value shall decrease down to 0. We connect this output to the UV port of the Sample2D node via the 1.0-x|0.5 port adapter which inverts U coordinate (as we have the main color at 0, and the secondary - at 1) and sets V to 0.5 (midline of the texture).

Finally, the data output is passed to the Final Material node.

Last update: 2021-04-29
Build: ()