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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Fresnel Effect Sample

This material graph sample demonstrates how to implement the Fresnel effect with respect to a normal map used when creating materials.

The data from the Albedo texture is sampled (in accordance with the default UV) by the Sample Texture node connected to the Albedo port of the master material node.

The tangent-space normal data taken from the Normal texture is passed to the Fresnel node accountable for the effect intensity, the effect power is controlled by the Power Slider parameter node. Thus the Fresnel effect is based on data from the normal map and not the vertex normals.

The output multiplied by the color from the Color parameter node (enabling you to adjust a color value via the Parameters panel in UnigineEditor) is plugged into the Emission port of the material. Thus the emission color is applied only in the areas where the fresnel effect takes place.

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