This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
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
CIGI Client Plugin
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

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 OpenGL Direct3D Description
INIT_ATTRIBUTE(TYPE,NUM,SEMANTICS) in TYPE s_attribute_ ## NUM; TYPE attribute_ ## NUM : SEMANTICS; Adds a semantic to a vertex shader variable.
INIT_OUT(TYPE,NUM) out TYPE s_texcoord_ ## 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.

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
Warning
You should add a new line (press Enter) after closing the instruction.

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

UUSL OpenGL Direct3D Description
IN_INSTANCE gl_InstanceID input.instance An input per-instance identifier system-value variable.
IN_ATTRIBUTE(NUM) s_attribute_ ## NUM input.attribute_ ## NUM An input shader variable.
OUT_DATA(NUM) s_texcoord_ ## NUM output.data_ ## NUM An output texture coordinates variable.
OUT_POSITION gl_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 OpenGL Direct3D Description
INIT_IN(TYPE,NUM) in TYPE s_texcoord_ ## NUM; TYPE data_ ## NUM : TEXCOORD ## NUM; Adds an input texture coordinates semantic.
INIT_COLOR(TYPE) out TYPE s_frag_color; 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) out TYPE s_frag_data_ ## 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 OpenGL Direct3D Description
IN_POSITION gl_FragCoord input.position An input position value.
IN_DATA(NUM) s_texcoord_ ## NUM input.data_ ## NUM An input texture coordinates variable.
IN_FRONTFACE !gl_FrontFacing 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 s_frag_color output.color An output color value (single RT).
OUT_DEPTH gl_FragDepth output.depth An output depth value.
OUT_MRT(NUM) out TYPE s_frag_data_ ## 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_BEGIN(FRAGMENT_OUT,FRAGMENT_IN)
	
	float4 texcoord = IN_DATA(0);

	/* ... other code ... */
END
Warning
You should add a new line (press Enter) after closing the instruction.

Geometry Shader Semantics

UUSL OpenGL Direct3D Description
INIT_GEOM_IN(TYPE,NUM) in TYPE s_geom_texcoord_ ## NUM[]; TYPE data_ ## NUM : TEXCOORD ## NUM; Add an input texture coordinates semantic for the geometry-shader stage.
INIT_GEOM_OUT(TYPE,NUM) out TYPE s_geom_texcoord_ ## NUM; TYPE data_ ## NUM : TEXCOORD ## NUM; Add an output texture coordinates semantic for the geometry-shader stage.
UUSL OpenGL Direct3D Description
IN_GEOM_DATA(NUM,INDEX) s_geom_texcoord_ ## NUM ## [INDEX] input[INDEX].data_ ## NUM An input texture coordinates value.
IN_GEOM_POSITION(INDEX) gl_in[INDEX].gl_Position input[INDEX].position An input position value.
OUT_GEOM_DATA(NUM) s_geom_texcoord_ ## NUM output.data_ ## NUM An output texture coordinates value.
TRIANGLE_IN triangles triangle Input primitive type: triangle list or triangle strip.
TRIANGLE_OUT triangle_strip TriangleStream Output primitive type: a sequence of triangle primitives
LINE_IN lines line Input primitive type: line.
LINE_OUT line_strip 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 facilities 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)
<materials version="2.0" editable="0">
	<material name="mesh_base" editable="0" parameters_prefix="m" defines="VERTEX_ATTRIBUTE_GEOMETRY">
		<!-- ... -->
		<shader pass="auxiliary" object="mesh_static"
				auxiliary="1"
				defines="BASE_AUXILIARY"
				vertex="core/shaders/mesh/auxiliary/auxiliary.shader"
				fragment="core/shaders/mesh/auxiliary/auxiliary.shader"/>
		<!-- ... -->
	</material>
</materials>
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 a 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 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_SHADOW_BEGIN(FRAGMENT_OUT,FRAGMENT_IN)
/* ... */
	IF_DATA(DATA_ALPHA_FADE)
		//code to execute if the data is not null
		texture2DAlphaFadeDiscard(DATA_ALPHA_FADE,IN_POSITION.xy);
	ENDIF
/* ... */
MAIN_SHADOW_END
Last update: 2018-08-10
Build: ()