This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

render_composite

A render_composite material allows you to apply the following full-screen postprocesses selectively (on per-material basis) rather then to the whole screen using the Auxiliary buffer:

Warning
This article is deprecated and will be updated in further UNIGINE updates.

Render composite

Material excluded from DOF

Usage

To apply render_composite material, follow these steps:

  1. Set it (or a material inherited from it) in Render settings -> Composite shader field.

    Composite shader field

  2. Make sure that Main menu ->Render tab -> Auxiliary buffer option is checked.

    Auxiliary buffer should be enabled

  3. Go to the surface material. Set States tab ->Passes -> Auxiliary pass and set itDefault. It means that the material is rendered into the auxiliary color buffer.

    Enable Auxiliary pass for the material that should be postprocessed

It is also possible to mask materials for two postprocesses using surface material -> Parameters -> Auxiliary Color (see blur_mask and dof_mask below).

States

auxiliary_mode Specifies if the surface (with Auxiliary pass enabled) should be rendered with the additional color multiplier:
  • Skip - additional color is not rendered
  • Overlay - color multiplier is applied

Overlay mode for Auxiliary buffer

Overlay mode
blur_mask Mask to exclude objects from Motion blur.
  • Skip - all materials are rendered blurred.
  • red - materials that have Auxiliary Color with non-zero Red channel value are excluded from motion blur.
  • green - materials that have Auxiliary Color with non-zero Green channel value are excluded from motion blur.

Overlay mode for Auxiliary buffer

Yellow material is excluded from motion blur
dof_mask Mask to exclude objects from DOF effect.
  • Skip - all materials are rendered with DOF effect applied.
  • red - materials that have Auxiliary Color with non-zero Red channel value are rendered without DOF effect (non-blurred).
  • green - materials that have Auxiliary Color with non-zero Green channel value are rendered without DOF effect (non-blurred).

Overlay mode for Auxiliary buffer

Green material without DOF effect
Last update: 2017-07-03
Build: ()