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
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
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
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Expressions

The expressions are used to specify UnigineScript code to be called on some event or on user demand. They can be used to generate various elements used in the material (e.g., textures, texture arrays, unstructured buffers, etc.) or contain other logic.

As a node value you must specify a UnigineScript-based code enclosed in "#{" and "#}". You can also specify a path to an external script file (in usc or h format) or the name of a Script node inside this material.

The syntax is the following:

ULON
Expression name = 
#{
    // UnigineScript code
#}

Or

ULON
Script script_name = 
#{
     // UnigineScript code
#}

Expression name = script_name

Or

ULON
Expression name = "some/path/to/your/script.h"		// script.h consists of some UnigineScript code

When the name of an expression specified as RENDER_* (where * is a name of a render callback) and the current material is set globally or assigned to the main camera, the expression code will be executed automatically at the corresponding stage of the rendering sequence. Materials containing such expressions are called scriptable.

It is possible to call an expression via the runExpression() function of the Material class. The expression’s name must be unique.

Usage Examples#

ULON
Expression RENDER_CALLBACK_BEGIN_SSAO =
#{
        // typical most frequently used parameters passed to the expression when it is called.
        int in_width;
        int in_height;
        int in_depth;
        Material in_material;

        // get a temporary texture
        Texture texture = engine.render.getTemporaryTexture(in_width, in_height);


        // set the modified texture as albedo texture of the material
        in_material->setTexture("albedo", texture);
#}
Last update: 2022-12-14
Build: ()