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This material graph sample demonstrates how to implement a chameleon paint material that changes its color depending on the view direction (when we look straight at the surface we see the primary color at the center, and the secondary color at angles).
The data for the Deferred PBR Material master material node is taken in the following way:
- Opacity value (fully opaque) is specified directly via the port adapter.
- Metalness and Roughness data are taken from Float Slider nodes (enabling you to adjust a float value via the Parameters panel in the UnigineEditor).
Albedo RGB data is taken via the xyz port adapter from the output of the Sample2D node. The Sample2D node samples data from the color gradient texture taken from the TextureCurve node (enabling you to adjust albedo color of the material via the Curve Editor in the UnigineEditor) in accordance with the UV data, which actually controls how the gradient colors will be applied. UV data is obtained as follows:
We take view direction of the camera from the Ray direction of the Camera node and normal vector (Normal node) and get a dot product (Dot node). Then we saturate the result in the [0.0f; 1.0f] range with the Saturate node. This setup gives us 1 value when we look parallel to the normal vector and as the angle grows the value shall decrease down to 0. We connect this output to the UV port of the Sample2D node via the 1.0-x|0.5 port adapter which inverts U coordinate (as we have the main color at 0, and the secondary - at 1) and sets V to 0.5 (midline of the texture).
Finally, the data output is passed to the Final Material node.