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
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

Binds

This type of node is used to specify more objects that can use this material in addition to the main object type defined in the node argument of the BaseMaterial. To add a new type of object for the material, you must bind your new custom node to the original node this material is already bound to.

The syntax is the following:

ULON
Bind from_node_name = to_node_name <defines=”SOME_UNIQUE_DEFINE”>

Usage Examples#

ULON
BaseMaterial <node=ObjectMeshStatic> // the material is set to be used only for ObjectMeshStatic nodes
{
        Bind ObjectMeshStatic = ObjectMeshDynamic // set this material to be used by ObjectMeshDynamic as well
        Bind ObjectMeshStatic = ObjectMeshSkinned <defines="SKINNED"> // also set this material to be used by ObjectMeshSkinned with an additional define for shaders
        Bind ObjectMeshStatic = ObjectMeshCluster <defines="USE_CLUTTER_CLUSTER_PARAMETERS">
        Bind ObjectMeshStatic = ObjectMeshClutter <defines="USE_CLUTTER_CLUSTER_PARAMETERS">
        Bind ObjectMeshStatic = ObjectMeshSplineCluster <defines="USE_CLUTTER_CLUSTER_PARAMETERS,SPLINE"> // compile material's shaders with two additional defines
}

We have added five more types of nodes to be supported by this material, some with additional defines. The corresponding defines will be used to compile shaders for the particular node type. For instance, the material's shader for ObjectMeshSkinned will be compiled with the SKINNED define enabled.

Arguments#

defines#

Definitions separated by a comma without any space. You can also specify your own custom defines:

ULON
Bind main_node = new_node <defines=”SOME_UNIQUE_DEFINE”>
Last update: 2024-08-16
Build: ()