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  1. Hi everyone, How to Access White Color in Settings Window? I searched , you can help me Thank you
  2. Get auxiliary buffer into post render

    Hi all, I've tried recently to get drops effect on a windshield. I prepared test scene with particles attached to player and I assigned to them material with auxiliary pass. Next I added mat and shaders files from post_water sample. Inside mat file I wrote copy of render_compoite material which is simply used instead of post_filter_water_height material. There's some code: <?xml version="1.0" encoding="utf-8"?> <materials version="1.00" editable="0"> <material name="drop_mask" hidden="1"> <!-- states --> <state name="auxiliary_mode" type="switch" items="none,overlay">1</state> <state name="blur_mask" type="switch" items="none,red">1</state> <state name="dof_mask" type="switch" items="none,green">1</state> <state name="auxiliary" hidden="1" type="toggle">0</state> <state name="refraction" hidden="1" type="toggle">0</state> <state name="motion_blur" hidden="1" type="switch">0</state> <state name="glow" hidden="1" type="toggle">0</state> <state name="dof" hidden="1" type="toggle">0</state> <state name="hdr" hidden="1" type="switch">0</state> <state name="lens" hidden="1" type="toggle">0</state> <state name="lut" hidden="1" type="toggle">0</state> <!-- shaders --> <shader pass="post" auxiliary_mode_defines=",AUXILIARY_OVERLAY" blur_mask_defines=",BLUR_RED" dof_mask_defines=",DOF_GREEN" auxiliary_defines=",AUXILIARY" refraction_defines=",REFRACTION" motion_blur_defines=",MOTION_BLUR,VELOCITY_BLUR" glow_defines=",GLOW" dof_defines=",DOF" hdr_defines=",HDR,HDR_LENS" lut_defines=",LUT" vertex="core/shaders/default/render/vertex_composite.shader" fragment="core/shaders/default/render/fragment_composite.shader"/> <!-- textures --> <texture name="screen_color" pass="post" type="procedural"/> <texture name="deferred_depth" pass="post" type="procedural"/> <texture name="auxiliary" pass="post" type="procedural"/> <texture name="refraction" pass="post" type="procedural"/> <texture name="velocity" pass="post" type="procedural"/> <texture name="glow" pass="post" type="procedural"/> <texture name="dof" pass="post" type="procedural"/> <texture name="luminance" pass="post" type="procedural"/> <texture name="hdr" pass="post" type="procedural"/> <texture name="lens" pass="post" type="procedural"/> <texture name="dirt" pass="post" type="procedural"/> <texture name="color" pass="post" unit="14" type="procedural"/> <texture name="dithering" pass="post" filter="point">core/textures/render_composite_dithering.dds</texture> <!-- parameters --> <parameter name="perspective" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="old_imodelview_x" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="old_imodelview_y" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="old_imodelview_z" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="modelviewprojection_x" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="modelviewprojection_y" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="modelviewprojection_w" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="motion_blur_scale" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="far_blur_range" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="near_blur_range" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="filmic_curve" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> <parameter name="filmic_white" hidden="1" type="constant" shared="1">1.0 1.0 1.0 1.0</parameter> </material> <material name="post_filter_water_normal" hidden="1"> <!-- shaders --> <shader pass="post" vertex="shaders/vertex_filter_water.shader" fragment="shaders/fragment_filter_water_normal.shader"/> <!-- textures --> <texture name="height" pass="post" type="procedural"/> </material> <material name="post_filter_water"> <!-- states --> <state name="procedural_width" type="switch" items="half_width,width">0</state> <state name="procedural_height" type="switch" items="half_height,height">0</state> <!-- shaders --> <shader pass="post" vertex="shaders/vertex_filter_water.shader" fragment="shaders/fragment_filter_water.shader"/> <!-- textures --> <texture name="color" pass="post" type="procedural"/> <texture name="height" pass="post" type="procedural" materials="drop_mask"/> <texture name="normal" pass="post" type="procedural" materials="post_filter_water_normal,post_hblur_2d,post_vblur_2d"/> </material> </materials> The problem is that shader see post_filter_water height texture as zeros. If I use drop_mask as post or composite material it seems it is generated in proper way. So how to properly pass drop_mask or auxiliary buffer into water shader. I'll be grateful for any help.
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