This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Программирование на C#
Рендеринг
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров узла
Setting Up Materials
Setting Up Properties
Освещение
Landscape Tool
Sandworm
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Встроенные объекты
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
UnigineScript
C++
C#
Унифицированный язык шейдеров UUSL
File Formats
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

render_composite

A render_composite material allows you to apply the following full-screen postprocesses selectively (on per-material basis) rather then to the whole screen using the Auxiliary buffer:

Warning
This article is deprecated and will be updated in further UNIGINE updates.

Render composite

Material excluded from DOF

Usage#

To apply render_composite material, follow these steps:

  1. Set it (or a material inherited from it) in Render settings -> Composite shader field.

    Composite shader field

  2. Make sure that Main menu ->Render tab -> Auxiliary buffer option is checked.

    Auxiliary buffer should be enabled

  3. Go to the surface material. Set States tab ->Passes -> Auxiliary pass and set itDefault. It means that the material is rendered into the auxiliary color buffer.

    Enable Auxiliary pass for the material that should be postprocessed

It is also possible to mask materials for two postprocesses using surface material -> Parameters -> Auxiliary Color (see blur_mask and dof_mask below).

States#

auxiliary_mode Specifies if the surface (with Auxiliary pass enabled) should be rendered with the additional color multiplier:
  • Skip - additional color is not rendered
  • Overlay - color multiplier is applied

Overlay mode for Auxiliary buffer

Overlay mode
blur_mask Mask to exclude objects from Motion blur.
  • Skip - all materials are rendered blurred.
  • red - materials that have Auxiliary Color with non-zero Red channel value are excluded from motion blur.
  • green - materials that have Auxiliary Color with non-zero Green channel value are excluded from motion blur.

Overlay mode for Auxiliary buffer

Yellow material is excluded from motion blur
dof_mask Mask to exclude objects from DOF effect.
  • Skip - all materials are rendered with DOF effect applied.
  • red - materials that have Auxiliary Color with non-zero Red channel value are rendered without DOF effect (non-blurred).
  • green - materials that have Auxiliary Color with non-zero Green channel value are rendered without DOF effect (non-blurred).

Overlay mode for Auxiliary buffer

Green material without DOF effect
Last update: 09.04.2021
Build: ()