UUSL Textures
The Unified UNIGINE shader language (UUSL) unifies the way of using textures in shaders. You need to define the texture slot in the material, initialize the texture in the shader's code and then use it.
Here is an example of using texture in the vertex shader's code:
// Include the UUSL header file
#include <core/shaders/common/common.h>
// Initialize a texture from the first texture slot.
// It's better to use "define" command
// to avoid whole code correction if you
// change the texture slot in the material
#define TEX_HEIGHT 1
INIT_TEXTURE(TEX_HEIGHT)
/* Input and output structures */
MAIN_BEGIN(VERTEX_OUT,VERTEX_IN)
/* some code */
// Set the texture
float4 height = TEXTURE_BIAS_ZERO(TEX_HEIGHT,texcoord.xy);
/* some code */
MAIN_END
Texture Initialization Functions
The implementation of the SAMPLER(NUM) function in Direct3D is the following:
SamplerState s_sampler_ ## NUM : register(s ## NUM);
SamplerComparisonState s_sampler_compare_ ## NUM : register(s ## NUM);
INIT_TEXTURE (NUM)
Initialize a sampler with the 2D texture.Equivalents
uniform sampler2D s_texture_ ## NUM;
Texture2D s_texture_ ## NUM : register(t ## NUM); SAMPLER(NUM)
Arguments
- NUM - A number of the texture slot.
INIT_TEXTURE_CUBE (NUM)
Initialize a sampler with the cubemap texture.Equivalents
uniform samplerCube s_texture_ ## NUM;
TextureCube s_texture_ ## NUM : register(t ## NUM); SAMPLER(NUM)
Arguments
- NUM - A number of the texture slot.
INIT_TEXTURE_3D (NUM)
Initialize a sampler with the texture3D.Equivalents
uniform sampler3D s_texture_ ## NUM;
Texture3D s_texture_ ## NUM : register(t ## NUM); SAMPLER(NUM)
Arguments
- NUM - A number of the texture slot.
INIT_TEXTURE_ARRAY (NUM)
Initialize a sampler with the array of 2D textures.Equivalents
uniform sampler2DArray s_texture_ ## NUM;
Texture2DArray s_texture_ ## NUM : register(t ## NUM); SAMPLER(NUM)
Arguments
- NUM - A number of the texture slot.
INIT_TEXTURE_SHADOW (NUM)
Initialize a sampler with the 2D shadow texture.Equivalents
uniform sampler2DShadow s_texture_ ## NUM;
Texture2DArray s_texture_ ## NUM : register(t ## NUM); SAMPLER(NUM)
Arguments
- NUM - A number of the texture slot.
INIT_TEXTURE_ARRAY_SHADOW (NUM)
Initialize a sampler with the array of 2D shadow textures.Equivalents
uniform sampler2DArrayShadow s_texture_ ## NUM;
Texture2DArray s_texture_ ## NUM : register(t ## NUM); SAMPLER(NUM)
Arguments
- NUM - A number of the texture slot.
INIT_TEXTURE_CUBE_SHADOW (NUM)
Initialize a sampler with the shadow cubemap textures.Equivalents
uniform samplerCubeShadow s_texture_ ## NUM;
TextureCube s_texture_ ## NUM : register(t ## NUM); SAMPLER(NUM)
Arguments
- NUM - A number of the texture slot.
INIT_RW_TEXTURE (NUM, SIZE)
Initialize a 2D RWTexture. Works only with enabled USE_ARB_SHADER_IMAGE_LOAD_STORE and USE_RW_TEXTURES for OpenGL and USE_RW_TEXTURES only for Direct3DEquivalents
coherent uniform layout(SIZE) image2D s_rw_texture_ ## NUM;
RWTexture2D<uint> s_rw_texture_ ## NUM : register(u ## NUM);
Arguments
- NUM - A number of the texture slot.
- SIZE - Texture size.
Texture Functions
TEXTURE (NUM, COORD)
Samples a texture.Equivalents
texture(s_texture_ ## NUM,COORD)
s_texture_ ## NUM.Sample(s_sampler_ ## NUM ,COORD)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
TEXTURE_BIAS (NUM, COORD, BIAS)
Samples a texture using a mipmap-level offset (performs a texture lookup with explicit level-of-detail).Equivalents
textureLod(s_texture_ ## NUM,COORD,BIAS)
s_texture_ ## NUM.SampleLevel(s_sampler_ ## NUM,COORD,BIAS)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
- BIAS - Mipmap level.
TEXTURE_OFFSET_BIAS (NUM, COORD, OFFSET, BIAS)
Samples a texture using a mipmap-level offset.Equivalents
textureOffset(s_texture_ ## NUM,COORD,OFFSET,BIAS)
s_texture_ ## NUM.SampleLevel(s_sampler_ ## NUM,COORD,BIAS,OFFSET)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
- OFFSET - Offset.
- BIAS - Mipmap level.
TEXTURE_OFFSET (NUM, COORD, OFFSET)
Samples a texture using a offset on mipmap level 0 only (performs a texture lookup with offset).Equivalents
textureOffset(s_texture_ ## NUM,COORD,OFFSET,0)
s_texture_ ## NUM.SampleLevel(s_sampler_ ## NUM,COORD,0,OFFSET)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
- OFFSET - Offset.
TEXTURE_GRAD (NUM, COORD, DDX, DDY)
Samples a texture using a gradient to influence the way the sample location is calculated.Equivalents
textureGrad(s_texture_ ## NUM,COORD,DDX,DDY)
s_texture_ ## NUM.SampleGrad(s_sampler_ ## NUM,COORD,DDX,DDY)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
- DDX - The rate of change of the surface geometry in the x direction.
- DDY - The rate of change of the surface geometry in the y direction.
TEXTURE_LOAD_LOD (NUM, COORD, LOD)
Reads texel data without any filtering or sampling.Equivalents
texelFetch(s_texture_ ## NUM,COORD,LOD)
s_texture_ ## NUM.Load(uint3(COORD,LOD))
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
- LOD - Level-of-detail within the texture from which the texel will be fetched.
TEXTURE_LOAD (NUM, COORD)
Reads texel data without any filtering or sampling with zero offset.Equivalents
texelFetch(s_texture_ ## NUM,COORD,0)
s_texture_ ## NUM.Load(uint3(COORD,0))
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
TEXTURE_SHADOW (NUM, COORD)
Samples a shadow texture.Equivalents
texture(s_texture_ ## NUM,COORD)
s_texture_ ## NUM.SampleCmpLevelZero(s_sampler_compare_ ## NUM,COORD.xy,COORD.z)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
TEXTURE_SHADOW_PROJ (NUM, COORD)
Samples a shadow texture with projection.Equivalents
textureProj(s_texture_ ## NUM,COORD)
s_texture_ ## NUM.SampleCmpLevelZero(s_sampler_compare_ ## NUM,COORD.xy,COORD.z)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
TEXTURE_CUBE_SHADOW (NUM, COORD)
Samples a cubemap shadow texture.Equivalents
texture(s_texture_ ## NUM,COORD)
s_texture_ ## NUM.SampleCmpLevelZero(s_sampler_compare_ ## NUM,COORD.xyz,COORD.w)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
TEXTURE_2D_CUBIC (NUM, COORD, TEXSIZE)
Samples a texture with bicubic interpolation.Equivalents
texture2DCubic(s_texture_ ## NUM,COORD,TEXSIZE)
texture2DCubic(s_texture_ ## NUM,s_sampler_ ## NUM,COORD,TEXSIZE)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
- TEXSIZE - Texture size.
TEXTURE_BIAS_ZERO (NUM, COORDS)
Samples a texture using a mipmap-level offset on mipmap level 0 only.Equivalents
textureLod(s_texture_ ## NUM,COORDS,0.0f)
s_texture_ ## NUM.SampleLevel(s_sampler_ ## NUM,COORDS,0.0f)
Arguments
- NUM - A number of the texture slot.
- COORDS - UV coordinates.
TEXTURE_RW_LOAD (NUM, COORD)
Loads RW texture. Works only with enabled USE_ARB_SHADER_IMAGE_LOAD_STORE and USE_RW_TEXTURES for OpenGL and USE_RW_TEXTURES only for Direct3DEquivalents
imageLoad(s_rw_texture_ ## NUM,COORD)
unpack_uint32_to_rgba8(s_rw_texture_ ## NUM[uint2(COORD)])
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
TEXTURE_RW_STORE (NUM, COORD, VALUE)
Stores RW texture. Works only with enabled USE_ARB_SHADER_IMAGE_LOAD_STORE and USE_RW_TEXTURES for OpenGL and USE_RW_TEXTURES only for Direct3DEquivalents
imageStore(s_rw_texture_ ## NUM,COORD,VALUE)
s_rw_texture_ ## NUM[uint2(COORD)] = pack_rgba8_to_uint32(VALUE)
Arguments
- NUM - A number of the texture slot.
- COORD - UV coordinates.
- VALUE - A value to store.
Passing Textures to Functions
UUSL allows you to pass textures to functions as arguments.
Here is a usage example:
float4 func_name(float4 color,float2 uv,TEXTURE_IN_2(texture_0,texture_1)) {
return TEXTURE(texture_0,uv) * TEXTURE_BIAS(texture_1,uv,5.0f) * color;
}
float4 new_color = func_name(color,uv,TEXTURE_OUT_2(TEX_COLOR_0,TEX_COLOR_1));
TEXTURE_OUT (NUM)
Allows to pass a texture to function.Equivalents
s_texture_ ## NUM
s_texture_ ## NUM,s_sampler_ ## NUM
Arguments
- NUM - A number of the texture slot.
TEXTURE_OUT_2 (NUM0, NUM1)
Allows to pass two textures to a function.Equivalents
TEXTURE_OUT(NUM_0),TEXTURE_OUT(NUM_1)
TEXTURE_OUT(NUM_0),TEXTURE_OUT(NUM_1)
Arguments
- NUM0 - A number of the texture slot (for the first texture).
- NUM1 - A number of the texture slot (for the second texture).
TEXTURE_OUT_3 (NUM0, NUM1, NUM2)
Allows to pass three textures to a function.Equivalents
TEXTURE_OUT_2(NUM_0,NUM_1),TEXTURE_OUT(NUM_2)
TEXTURE_OUT_2(NUM_0,NUM_1),TEXTURE_OUT(NUM_2)
Arguments
- NUM0 - A number of the texture slot (for the first texture).
- NUM1 - A number of the texture slot (for the second texture).
- NUM2 - A number of the texture slot (for the third texture).
TEXTURE_OUT_4 (NUM0, NUM1, NUM2, NUM3)
Allows to pass four textures to a function.Equivalents
TEXTURE_OUT_3(NUM_0,NUM_1,NUM_2),TEXTURE_OUT(NUM_3)
TEXTURE_OUT_3(NUM_0,NUM_1,NUM_2),TEXTURE_OUT(NUM_3)
Arguments
- NUM0 - A number of the texture slot (for the first texture).
- NUM1 - A number of the texture slot (for the second texture).
- NUM2 - A number of the texture slot (for the third texture).
- NUM3 - A number of the texture slot (for the fourth texture).
TEXTURE_IN (NAME)
Specifies the 2D texture for passing to function.Equivalents
sampler2D s_texture_ ## NAME
Texture2D s_texture_ ## NAME,SamplerState s_sampler_ ## NAME
Arguments
- NAME - A name of the texture.
TEXTURE_IN_2 (NAME0, NAME1)
Specifies two 2D textures for passing to function.Equivalents
TEXTURE_IN(NAME_0),TEXTURE_IN(NAME_1)
TEXTURE_IN(NAME_0),TEXTURE_IN(NAME_1)
Arguments
- NAME0 - A name of the first texture.
- NAME1 - A name of the second texture.
TEXTURE_IN_3 (NAME0, NAME1, NAME2)
Specifies three 2D textures for passing to function.Equivalents
TEXTURE_IN_2(NAME_0,NAME_1),TEXTURE_IN(NAME_2)
TEXTURE_IN_2(NAME_0,NAME_1),TEXTURE_IN(NAME_2)
Arguments
- NAME0 - A name of the first texture.
- NAME1 - A name of the second texture.
- NAME2 - A name of the third texture.
TEXTURE_IN_4 (NAME0, NAME1, NAME2, NAME3)
Specifies four 2D textures for passing to function.Equivalents
TEXTURE_IN_3(NAME_0,NAME_1,NAME_2),TEXTURE_IN(NAME_3)
TEXTURE_IN_3(NAME_0,NAME_1,NAME_2),TEXTURE_IN(NAME_3)
Arguments
- NAME0 - A name of the first texture.
- NAME1 - A name of the second texture.
- NAME2 - A name of the third texture.
- NAME3 - A name of the fourth texture.
TEXTURE_IN_CUBE (NAME)
Specifies the cube texture for passing to function.Equivalents
samplerCube s_texture_ ## NAME
TextureCube s_texture_ ## NAME,SamplerState s_sampler_ ## NAME
Arguments
- NAME - A name of the texture.
TEXTURE_IN_3D (NAME)
Specifies the 3D texture for passing to function.Equivalents
sampler3D s_texture_ ## NAME
Texture3D s_texture_ ## NAME,SamplerState s_sampler_ ## NAME
Arguments
- NAME - A name of the texture.
TEXTURE_IN_ARRAY (NAME)
Specifies the texture array for passing to function.Equivalents
sampler2DArray s_texture_ ## NAME
Texture2DArray s_texture_ ## NAME,SamplerState s_sampler_ ## NAME
Arguments
- NAME - A name of the texture.
TEXTURE_IN_SHADOW (NAME)
Specifies the texture shadow for passing to function.Equivalents
sampler2DShadow s_texture_ ## NAME
Texture2D s_texture_ ## NAME,SamplerState s_sampler_ ## NAME
Arguments
- NAME - A name of the texture.
TEXTURE_IN_ARRAY_SHADOW (NAME)
Specifies the texture shadow array for passing to function.Equivalents
sampler2DArrayShadow s_texture_ ## NAME
Texture2DArray s_texture_ ## NAME,SamplerState s_sampler_ ## NAME
Arguments
- NAME - A name of the texture.
TEXTURE_IN_CUBE_SHADOW (NAME)
Specifies the texture shadow cube for passing to function.Equivalents
samplerCubeShadow s_texture_ ## NAME
TextureCube s_texture_ ## NAME,SamplerState s_sampler_ ## NAME
Arguments
- NAME - A name of the texture.