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Found 3 results

  1. UNIGINE have deformable terrain and "fracture objects". So I suppose there is some tools for geometry modification inside UNIGINE. But I can't find public api for them. I want to cut out part of mesh geometry. Ideally, I would like to achieve effect of high-fidelity game object damage, like making explosion/shell holes in it. Its not always possible to "prebake" such things. There is a runtime way to achieve that for "plane" surfaces with pixel shader ("discard" command), but that works bad for "volumetric" objects; plus that adds headache on collision detection. So...
  2. Supersampling information in shader

    Hello, is there any uniform which can be accessed to get supersampling scaling value in the geometry shader? Did not find it in the documentation. Thanks
  3. Hi, I was wondering if there are any examples of programmatically creating a shader, and more specifically, passing in a custom 4x4 matrix array to a shader? I see examples of vec4s throughout material examples, e.g. <parameter name="normal_transform" type="expression" shared="1">vec4(1.0f,1.0f,0.0f,time)</parameter> Are there any tips or examples that you can point me to do this? I have a 4x4 custom matrices (projection, rotation & translation) that I would like to pass into a shader that are generated only at runtime. Thanks!