This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
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
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Materials Optimization

Materials optimization can give you more flexibility in balancing the quality of the rendered scene with the performance of the application.

You can use different texture resolutions or create different implementations inside a graph-based material for different quality levels and use the corresponding one when necessary.

The quality level of materials is set globally via the Materials Quality section of the Settings window. You can choose between the Low, Medium, and High levels.

Creating Materials for Different Quality Levels#

The Material Nodes library provides the Material Quality Switcher node that allows switching between different implementations of the same material depending on the current quality level. You can use this node for materials optimization as follows:

  1. Create three implementations of the material, one for each quality level.
  2. Add the Material Quality Switcher node to the material graph.
  3. Connect each material implementation to the corresponding port - Low, Medium, and High.

As a result, different versions of the material will be generated automatically. Each version will be used for the corresponding quality level selected globally.

Last update: 2024-12-13
Build: ()