zhangchao Posted April 20, 2016 Share Posted April 20, 2016 I created a C++ application in Unigine2.0. In this application, I drew a quad use a dynamicMesh. And then added a material to it.In this material I defined a ambient pass use my own vertex and fragmentshader(for add color on the quad). It can works right ,but when added a world light in the editor, I cound not see this quad.If I close this world light, it can be seen again. S0,how to make a C++ application with my own shader that can use Uninge's lighting, effects? Link to comment
silent Posted April 20, 2016 Share Posted April 20, 2016 Hi Xiaofeng, Please, check the documentation on how to write shaders: For deferred pass: https://developer.unigine.com/en/docs/2.2.1/code/uusl/create_deferred Fo forward pass: https://developer.unigine.com/en/docs/2.2.1/code/uusl/create_forward Post-process: https://developer.unigine.com/en/docs/2.2.1/code/uusl/create_post Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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