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 This version of documentation is OUTDATED, as it describes an older SDK version!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

UUSL Semantics

Redefined UUSL semantics allows you to create unified input\output shader structures for both graphics APIs.

Vertex Shader Semantics#

Vertex shader semantics contain necessary input and output data for shader. You should initialize variables first and then use them.

UUSL Direct3D Description
INIT_ATTRIBUTE(TYPE,NUM,SEMANTICS) TYPE attribute_ ## NUM : SEMANTICS; Adds a semantic to a vertex shader variable.
INIT_OUT(TYPE,NUM) TYPE data_ ## NUM : TEXCOORD ## NUM; Adds an output data semantic.
INIT_POSITION float4 position : SV_POSITION; Adds a position system-value semantic.
INIT_INSTANCE uint instance : SV_INSTANCEID; Adds a per-instance identifier system-value semantic.
INIT_VERTEX_ID uint vertex_id: SV_VertexID Adds a per-vertex identifier.

Here is an example of vertex shader input and output structures:

UUSL
// Input vertex data
STRUCT(VERTEX_IN)
	INIT_ATTRIBUTE(float4,0,POSITION)	// Vertex position
	INIT_ATTRIBUTE(float4,1,TEXCOORD0)	// Vertex texcoord (uv)
	INIT_ATTRIBUTE(float4,2,TEXCOORD1)	// Vertex basis tangent
	INIT_ATTRIBUTE(float4,3,TEXCOORD2)	// Vertex color
END

// Our output vertex data
STRUCT(VERTEX_OUT)
	INIT_POSITION		// Out projected position
	INIT_OUT(float4,0)	// Texcoord (uv)
	INIT_OUT(float3,1)	// Vertex direction
END

Use the following pre-defined variables to use the input\output vertex shader semantics:

UUSL Direct3D Description
IN_INSTANCE input.instance An input per-instance identifier system-value variable.
IN_ATTRIBUTE(NUM) input.attribute_ ## NUM An input shader variable.
IN_VERTEX_ID input.vertex_id An input per-vertex identifier.
OUT_DATA(NUM) output.data_ ## NUM An output texture coordinates variable.
OUT_POSITION output.position An output position system-value variable.

Fragment Shader Semantics#

Fragment shader semantics contain necessary input and output data for shader. You should initialize variables first and then use them.

UUSL Direct3D Description
INIT_IN(TYPE,NUM) TYPE data_ ## NUM : TEXCOORD ## NUM; Adds an input texture coordinates semantic.
INIT_COLOR(TYPE) TYPE color : SV_TARGET; Add an output diffuse or specular color semantic (single RT).
INIT_DEPTH float depth : SV_DEPTH; Add an output depth system-value semantic.
INIT_MRT(TYPE,NUM) TYPE color_ ## NUM : SV_TARGET ## NUM; Add an output color system-value semantic (some RTs).
INIT_FRONTFACE bool frontface : SV_ISFRONTFACE; Adds an input semantic indicates primitive face (frontface or not).

To use the variables in the code, use the following variables:

UUSL Direct3D Description
IN_POSITION input.position An input position value.
IN_DATA(NUM) input.data_ ## NUM An input texture coordinates variable.
IN_FRONTFACE input.frontface Floating-point scalar that indicates a back-facing primitive. A negative value faces backwards, while a positive value faces the camera.
OUT_COLOR output.color An output color value (single RT).
OUT_DEPTH output.depth An output depth value.
OUT_MRT(NUM) output.color_ ## NUM An output color value for MRTs.

Here is a simple example of using the variable in the main function of the shader:

USUL
MAIN_FRAG_BEGIN(FRAGMENT_IN)
	
	float4 texcoord = IN_DATA(0);

	/* ... other code ... */
MAIN_FRAG_END

Geometry Shader Semantics#

UUSL Direct3D Description
INIT_GEOM_IN(TYPE,NUM) TYPE data_ ## NUM : TEXCOORD ## NUM; Add an input texture coordinates semantic for the geometry-shader stage.
INIT_GEOM_OUT(TYPE,NUM) TYPE data_ ## NUM : TEXCOORD ## NUM; Add an output texture coordinates semantic for the geometry-shader stage.
UUSL Direct3D Description
IN_GEOM_DATA(NUM,INDEX) input[INDEX].data_ ## NUM An input texture coordinates value.
IN_GEOM_POSITION(INDEX) input[INDEX].position An input position value.
OUT_GEOM_DATA(NUM) output.data_ ## NUM An output texture coordinates value.
TRIANGLE_IN triangle Input primitive type: triangle list or triangle strip.
TRIANGLE_OUT TriangleStream Output primitive type: a sequence of triangle primitives
LINE_IN line Input primitive type: line.
LINE_OUT LineStream Output primitive type: a sequence of line primitives

Unified Shader Semantics#

Unified shader semantics allows you to create single structure for both vertex and fragment shaders. It facilitates the work with vertex and fragment shaders input/output structure by using single structure for both shaders: this structure will be output for vertex shader and input for fragment shader respectively.

You can write vertex and fragment shader in a single file with .shader extension. In this case, in the material you should specify this .shader file for both shader stages.

Source code (XML)
BaseMaterial <texture_prefix=tex var_prefix=var>
{
	// ...

	Pass auxiliary if [auxiliary]
	{
		Vertex = "core/materials/base/objects/mesh/shaders/auxiliary/auxiliary.shader"
		Fragment = "core/materials/base/objects/mesh/shaders/auxiliary/auxiliary.shader"
	}

	// ..
}
UUSL VERTEX FRAGMENT Description
INIT_DATA(TYPE,NUM,NAME) INIT_OUT(TYPE,NUM) \ #define NAME GET_DATA(NUM) INIT_IN(TYPE,NUM) \ #define NAME GET_DATA(NUM) Data initialization.
GET_DATA(V) OUT_DATA(V) IN_DATA(V) Helper for getting/setting data by using data name.

IF statement#

There is also the IF_DATA(NAME) statement to execute an operation if the data is not null.

UUSL VERTEX FRAGMENT Description
IF_DATA(NAME) #ifdef NAME #ifdef NAME Opening IF conditional statement.
ENDIF #endif #endif Closing IF conditional statement.

Here is a code snippet of shader, where the shader's IF statement is used.

UUSL
//input struct
STRUCT(FRAGMENT_IN)
/* ... */
	#ifdef ALPHA_FADE && USE_ALPHA_FADE
		INIT_DATA(float,1,DATA_ALPHA_FADE)
	#endif
/* ... */
END

//main functions
MAIN_FRAG_BEGIN(FRAGMENT_IN)
/* ... */
	IF_DATA(DATA_ALPHA_FADE)
		//code to execute if the data is not null
		alphaFadeDiscard(DATA_ALPHA_FADE,IN_POSITION.xy);
	ENDIF
/* ... */
MAIN_FRAG_END

Interpolation Modifiers#

UUSL Direct3D Description
MODIFER_LINEAR linear Interpolate between shader inputs; linear is the default value if no interpolation modifier is specified.
MODIFER_CENTROID centroid Interpolate between samples that are somewhere within the covered area of the pixel (this may require extrapolating end points from a pixel center). Centroid sampling may improve antialiasing if a pixel is partially covered (even if the pixel center is not covered). The centroid modifier must be combined with either the linear or noperspective modifier.
MODIFER_NOINTERPOLATION nointerpolation Do not interpolate.
MODIFER_NOPERSPECTIVE noperspective Do not perform perspective-correction during interpolation. The noperspective modifier can be combined with the centroid modifier.
MODIFER_SAMPLE sample Interpolate at sample location rather than at the pixel center. This causes the pixel shader to execute per-sample rather than per-pixel.

See Also#

See also the article on Interpolation Modifiers.

Last update: 2024-08-16
Build: ()