AlexanderT Posted January 12, 2022 Share Posted January 12, 2022 I am trying to create my custom shader by following the tutorial on Unigine documentation "Creating a Custom Shader for Deferred Rendering Pass", but there are no shadows, so how can I add them to such shader? Link to comment
sweetluna Posted January 13, 2022 Share Posted January 13, 2022 Hi Alexander, You can refer to XML mesh_base from <SDK>/data/core/materials/ or ULON mesh.abstmat from <SDK>/data/core/materials/abstract/ (2.15+). Specifically try adding those passes: Pass shadow { Vertex = mesh_shader Control = mesh_shader Evaluate = mesh_shader Fragment = mesh_shader } Pass depth_pre_pass { Vertex = mesh_shader Control = mesh_shader Evaluate = mesh_shader Fragment = mesh_shader } Pass ms_depth { Vertex = mesh_shader Control = mesh_shader Evaluate = mesh_shader Fragment = mesh_shader } For editor selection/visualizer to work, add wireframe passes like so: Pass wireframe { Vertex = mesh_shader Control = mesh_shader Evaluate = mesh_shader Geometry = "core/materials/shaders/default/wireframe/wireframe.geom" Fragment = "core/materials/shaders/default/wireframe/wireframe.frag" } Pass visualizer_solid { Vertex = mesh_shader Control = mesh_shader Evaluate = mesh_shader Fragment = "core/materials/shaders/default/wireframe/wireframe.frag" } And to support lightmaps add this pass Pass lightmap_data { Vertex = "core/materials/shaders/default/mesh/lightmap_data.shader" Fragment = "core/materials/shaders/default/mesh/lightmap_data.shader" } For shader code for this examples refer to core/materials/abstract/mesh/mesh.abstmat. For SDK's before 2.15 please refer to core/materials/default/mesh/mesh_base.basemat. Best regards. May RenderDoc/Nsight Graphics/Intel GPA bless you Link to comment
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