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the lighting of my own shader


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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?

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Hi Xiaofeng,

Please, check the documentation on how to write shaders:

  1. For deferred pass: https://developer.unigine.com/en/docs/2.2.1/code/uusl/create_deferred
  2. Fo forward pass: https://developer.unigine.com/en/docs/2.2.1/code/uusl/create_forward
  3. Post-process: https://developer.unigine.com/en/docs/2.2.1/code/uusl/create_post

Thanks!

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