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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Passes

Specifies shaders and their defines to be used during the specific pass. The shaders are compiled for the specified render pass using the defines specified in attributes.

The syntax is the following:

ULON
Pass render_pass_name
{
	Vertex = deferred_shader
	Fragment = deferred_shader
}
Notice
You can specify various types of shaders in the pass (see the list of available shaders in Unigine).

You can check the current pass in the shader using the following defines:

UUSL
PASS_<pass name>

Types of Passes#

  • custom_pass_name (string) — name of a custom rendering pass (up to 32 custom passes are supported)
  • wireframe — the wireframe pass
  • visualizer_solid — the visualizer solid pass
  • lightmap_data — the lightmap baking pass
  • deferred — the deferred pass
  • auxiliary — the auxiliary pass
  • emission — the emission pass
  • refraction — the refraction pass
  • reflection — the reflection pass
  • transparent_blur — the transparent blur pass
  • ambient — the ambient pass
  • light_environment_probe — the Environment Probe light pass
  • light_voxel_probe — the Voxel Probe light pass
  • light_omni — the omni-directional light pass
  • light_proj — the projected light pass
  • light_world — the world light pass (called only when there are more than one WorldLight present in the world)
  • light_all — the environment probe, omni-directional light, projected light, world light passes
  • depth_pre_pass — the native depth pre-pass
  • ms_depth — the SRAA pass
  • shadow — the shadows pass
  • post — the post-process pass
  • object_post — the object post-process pass
  • procedural_decals — the procedural decals pass
  • procedural_fields — the procedural fields pass

Usage Examples#

ULON
Pass deferred 
{
	Vertex = deferred_shader
	Fragment = deferred_shader
}
	
Pass shadow 
{
	Vertex = deferred_shader
	Fragment = deferred_shader
}

Pass depth_pre_pass 
{
	Vertex = depth_pre_pass_shader
	Fragment = depth_pre_pass_shader
}
	
Pass ms_depth 
{
	Vertex = depth_pre_pass_shader
	Fragment = depth_pre_pass_shader
}
Notice
If the vertex shader isn't specified, the default core/shaders/common/empty.vert shader will be used.

Besides the shader node you can specify the relative path (as a string) to the file containing shader code in UUSL:

ULON
Pass lightmap_data
{
	Vertex = "core/shaders/mesh/lightmap_data.shader"
	Fragment = "core/shaders/mesh/lightmap_data.shader"
}

It is also possible to write inline shaders inside the Pass node (put them inside the #{ … }# construct):

ULON
Pass name
{
	Geometry = 
	#{
		// UUSL code
	}#
}

Arguments#

defines#

String

Definitions that will be passed to the shader.

Usage Example:

ULON
defines="MY_DEFINE=32,MY_DEFINE_2"
Notice
You can list multiple defines separated by a comma without any space. To specify a value for a define, write the value after the equals sign symbol.

node#

String

Specifies the type of a node for which this pass will be used (by default - all node types).

Available values:

Usage Example#

ULON
Pass ambient <defines="BOX,HEIGHT" node=ObjectVolumeBox>
{
	Vertex = volume_shader
	Fragment = volume_shader
}

Pass ambient <defines="SPHERE,HEIGHT" node=ObjectVolumeSphere>
{
	Vertex = volume_shader
	Fragment = volume_shader
}
Last update: 2021-12-13
Build: ()