Search the Community

Showing results for tags 'shaders'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Welcome to UNIGINE Forums
    • News & Announcements
    • Getting started
  • Development
    • Content Creation
    • World Design
    • Rendering
    • Animation
    • Physics, Navigation and Path Finding
    • UI Systems
    • Sound & Video
    • Editor
    • C++ Programming
    • C# Programming
    • Networking
    • Sim IG (Image Generator)
    • VR Discussions
    • General
  • Improving UNIGINE
    • Documentation
    • Feeback for UNIGINE team
    • Bug Reports
    • Unigine SDK Beta feedback
  • Community
    • Collaboration
    • Tools, Plugins, Materials & Tutorials
    • Showcase
    • General Discussions
  • Legacy
    • UnigineScript

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...

Found 6 results

  1. I try to do some shaders but I don't found includes or shaders using on the engine. for sample if you open "evaluation_sim_windows_2.9.0.2\data\core\materials\default\mesh\mesh_base.basemat" this include many shaders as.. vertex="core/shaders/mesh/transparent/ambient.shader" fragment="core/shaders/mesh/transparent/ambient.shader" vertex="core/shaders/mesh/transparent/lights.shader" fragment="core/shaders/mesh/transparent/lights.shader"/> vertex="core/shaders/mesh/opacity/deferred.shader" fragment="core/shaders/mesh/opacity/deferred.shader"/> .... But this don't appear on a
  2. Material Layers

    Hi everyone, I saw an article on regarding unigine, and really loving the possibilities. I looked at it way back in 1.0, and it looks like it has progressed significantly. One workflow that's becoming more and more common now is the idea of blending textures at the material level, rather than baking it out as a unique texture. The best example of this I've seen as a supported feature is in the Xenko Engine here: Is this workflow possible in Unigine, or is this something that will need a custom sha
  3. Hi all, I removed a post earlier, looking for help with GUI WidgetSpriteVideo GUIobjects, but I've since been experimenting and found it's not quite what i'm looking for. I have been following the WidgetSpriteVideo documentation page in C#, however i can't seem to wrap my head around applying shaders other than to world space objects. I've realized i need to use a screen space Gui object rather than world space. The application is to render a webcam view in over the top of Unigine(in Vr so i will need to separate the two cameras per eye for depth) and use a green screen to mask
  4. Hello , I have written a material <material name="my_custom_material" parent="mesh_base" > <options object="mesh_dynamic" transparent="2" order="1"/> <state name="workflow">1</state> <state name="auxiliary" defines="name" pass_defines="auxiliary"/> <blend src="src_alpha" dest="one_minus_src_alpha"/> <state name="deferred">0</state> <state name="ambient" type="switch" items="none,opacity,transparent" transparent="2">2</state> <parameter name="auxiliary_color" auxiliary="1" type="color">1.0 1.0 1
  5. Hi. Can you give an exaple of compute shaders using?
  6. Another similar question. From my understunding depth = getDeferredDepth(deferred_depth)*s_depth_range.y returns distance betwen camera position and the point (even in ortho). Unlike "traditional" depth values which return z values in the camera cordinates. How to reconstruct z values in eye cordinates? The method i invented was doing that was multiplying inverseProjectionMatrix to the point (IN.texcoord_0.x*2.0 - 1.0 ,2.0 * (1.0 - IN.texcoord_0.y) -1.0, 0.0, 1.0 ). (obtained y,x values doesn't depend from depth value) In obtained vertex values vertex.x / vertex.w , vertex.x/vertex.w ar