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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Shaders

This type of node is used to describe a UUSL shader in an ULON-based material file. Currently, the engine supports Vertex, Control, Evaluate, Geometry, Fragment, and Compute shaders.

The syntax is the following:

ULON
Shader name =
#{
	// UUSL code
#}

As a node's value you must specify a UUSL-based code enclosed in "#{" and "#}".

See the SDK/data/core/materials/shaders/render/ directory for the list of headers implementing common shaders' functions which can be included and used in custom shaders. To start writing UUSL shaders, include the common header:

UUSL
#include <core/materials/shaders/render/common.h>

Types of Shaders#

The following types of shaders corresponding to their counterparts in different graphic APIs are available:

Unigine DirectX OpenGL
Vertex Vertex Vertex
Control Hull Control
Evaluate Domain Evaluate
Geometry Geometry Geometry
Fragment Pixel Fragment
Compute Compute Compute

Usage Examples#

The shader node is usually used as a shader value for the Pass node.

ULON
Shader shader_a =
#{
	// some UUSL code
#}

Pass ambient
{
	Vertex = shader_a
	Fragment = shader_a
}

The advantages of this shader setup method are:

  • It reduces the amount of identical code.
  • One shader code can be used in different render passes.

On the other hand, it is not the best approach for large shaders. Use includes for these cases:

  1. Write different shaders in separate files and then specify their paths as shader values in the pass:
    shaders/a.vert (UUSL)
    // some UUSL code
    shaders/b.frag (UUSL)
    // some UUSL code
    Source code (ULON)
    Pass deferred 
    {
    	Vertex = "shaders/a.vert"
    	Fragment = "shaders/b.frag"
    }
  2. Include the code of a different shader by using the marker: #shader shader_name.
    Source code (ULON)
    Shader a = 
    #{
            // shader code A
    }#
    
    Shader b = 
    #{
            // shader code B
            #shader a
    }#
    
    // the result shader b will look like this: 
    Shader b = 
    #{
            // shader code B
            // shader code A
    #}
Last update: 2024-08-16
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