Video Tutorials
How To
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Sandworm (Experimental)
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Light Sources
World Objects
Sound Objects
Pathfinding Objects
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
Double Precision Coordinates
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
Content Creation
Content Optimization
Art Samples

Energy Shield Sample

This material graph sample demonstrates how to implement an effect of an energy shield.

The material won't have any albedo, just the emission color, the resulting appearance shall be controlled by opacity.

Emission color multiplied by the Emission Intensity value (Mul node) is passed to the Emission input port of the Deferred PBR Material master material node.

Resulting Opacity will be defined by the combilation of:

  • the Fresnel effect (glow in the areas along the edges). Here we output a value based on the mesh’s surface normal and view direction, producing what looks like a “glow” around the edge of the object. We can increase the Fresnel Power input to make this glow thinner and closer to the edges
  • data on intersected geometry of the scene (shield contours shall be projected onto intersected geometry). Here we’ll handle the intersection effect with scene geometry. Via the getLinearizedDepth node we get object's depth and calculate the distance between the object's depth and Scene Depth, then we subtract this distance from 1 and saturate the result in the [0.0f; 1.0f] range (see the Sub and Saturate nodes). This gives us values close to 1 in the area of intersection of energy field's geometry with the geometry of other objects. At this point we can add a Pow node to be able to control the intensity using a value provided by a Float Slider node (enabling you to adjust float values via the Parameters panel in the UnigineEditor).

Both these components are added together and saturated in the [0.0f; 1.0f] range (see the Add and Saturate nodes).

Zero Albedo color data for the Deferred PBR Material master material node is specified directly via the port adapter.

Finally, the data output is passed to the Final Material node.

Last update: 2021-02-05