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 This version of documentation is OUTDATED, as it describes an older SDK version!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

States

State allows you to set a mode for rendering passes and a value for rendering options. States change a set of generated definitions passed to shaders, so any changes made to a state cause shaders recompilation. A material state generates defines for shaders only if the state meets the conditions. You can specify your own states or use and specify values for UNIGINE's internal states.

The syntax is the following:

ULON
StateType state_name = value(s)

You can acces states in the shader using the following defines:

UUSL
GET_STATE_<state name in uppercase> = value // for all states

STATE_<state name> // if the state value is bigger than 0 (for example, StateToogle)

STATE_<state name>_<name of an element from the items array> // for State and StateSwitch

To change the state's values use the corresponding API methods.

Types of States#

  • StateToggle (bool) — a switch that enables/disables the state
  • StateSwitch (integer) — a multiple-value switch based on array of items (mandatory argument)
  • StateInt (integer) — a state with an integer number (used to pass the state value via the API to the shader)
  • State — auto detection of the state type (if the items argument is present, then StateSwitch; otherwise StateToggle)

Usage Examples#

Suppose we got the base material with these states defined:

ULON
BaseMaterial 
{
	State my_state_switch = 4 <items = [a b c d e]> // or StateSwitch my_state_switch = 4 <items = [a b c d e]>
	State my_state_toggle = 1
	StateInt my_state_int = 256 <internal = true>
}

Then the following defines are available in the shaders:

UUSL
#define GET_STATE_MY_STATE_SWITCH 4
#define GET_STATE_MY_STATE_TOGGLE 1
#define GET_STATE_MY_STATE_INT 256

#ifdef STATE_MY_STATE_SWITCH_A
    /* some UUSL code */
#elif  STATE_MY_STATE_SWITCH_B
    /* some UUSL code */
#elif  STATE_MY_STATE_SWITCH_E
    /* some UUSL code */
#endif

#ifdef STATE_MY_STATE_TOGGLE
    /*some UUSL code*/
#endif

int my_state_int = GET_STATE_MY_STATE_INT;

Arguments#

editable#

Boolean

A flag indicating if state can be changed in the Parameters window or via API.

Available values:

  • false — unchangeable
  • true — changeable (by default)

title#

String

Title for the Editor.

tooltip#

String

Tooltip for the Editor.

switch_group#

String

Sets this state to be responsible for the toggle of the specified group.

hidden#

Boolean

A flag indicating if the state is hidden in the Editor.

Available values:

  • false — shows the state in the Editor
  • true — hides the state in the Editor

internal#

Boolean

A flag indicating if the state is hidden in the Editor and the state values are not saved for the inherited materials.

Available values:

  • false — shows the state in the Editor and saves the state values for the inherited materials
  • true — hides the state in the Editor and does not save the state values for the inherited materials

items#

Array of Strings

Items used for the StateSwitch type.

pass#

Array of Strings

Specifies what passes use this state.

Available values:

Notice

To make one or more passes use this state, write passes in square brackets and separate them with spaces. For example:

ULON
State wireframe_antialiasing <pass=[wireframe post custom_pass_name]>
Last update: 2023-06-23
Build: ()