This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
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

Transparent

This section contains rendering settings of transparent materials.

Transparent settings
Enabled The value indicating if the transparent pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
enabled by default.
Console access: render_transparent_enabled (API control)
Deferred The value indicating if the deferred pass for transparent objects is enabled.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
enabled by default.
Console access: render_transparent_deferred (API control)
Blur The value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass. enabled by default.
Console access: render_transparent_blur (API control)

Refraction#

Enabled The value indicating if refraction is enabled. enabled by default.
Console access: render_refraction (API control)
Warp Background Transparent Surfaces The value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
  • Never — no refraction distortion is applied to transparent surfaces.
  • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
This method takes effect only when rendering of refractions (see the Refraction) is enabled. Option #1 is selected by default (see above).
(API control)
Refraction Red Refraction displacement for red channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in red channel.
No refraction dispersion
No Refraction Dispersion
Refraction Red and Green
Dispersion Per Channel: Red = 0.8, Green = 0.9, Blue = 1
Refraction Green Refraction displacement for green channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in green channel.
Refraction Blue Refraction displacement for blue channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in blue channel.
Last update: 2021-11-30
Build: ()