This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Options

Fixed options of the material, their list cannot be changed. They are used to set custom values for common material options. The type of ULON node is Option.

The syntax is the following:

ULON
Option option_name = value(s)

Preprocessor Auto Generation for Shaders#

You can access options in the shader using the following defines:

  • GET_OPTION_<option name in uppercase> — available for all types of options.
Option name Option's define Possible values
Transparent GET_OPTION_TRANSPARENT

0 — opaque (default)

1 — alpha test

2 — blend

3 — water

Order GET_OPTION_ORDER

-128..127

0 — default order

Depth mask GET_OPTION_DEPTH_MASK 0 or 1
Depth test GET_OPTION_DEPTH_TEST 0 or 1
Two sided GET_OPTION_TWO_SIDED 0 or 1
Cast shadow GET_OPTION_CAST_PROJ_OMNI_SHADOW 0 or 1
Cast world shadow GET_OPTION_CAST_WORLD_SHADOW 0 or 1
Overlap GET_OPTION_OVERLAP 0 or 1
  • OPTION_<option name in uppercase> — defined only if an option has a positive value.
Option name Option's define Additional define(s)
Transparent OPTION_TRANSPARENT

0 — OPAQUE

1 — ALPHA_TEST

2 — TRANSPARENT_BLEND

3 — TRANSPARENT_WATER

Order OPTION_ORDER
Depth mask OPTION_DEPTH_MASK
Depth test OPTION_DEPTH_TEST
Two sided OPTION_TWO_SIDED 1 — TWO_SIDED
Cast shadow OPTION_CAST_PROJ_OMNI_SHADOW
Cast world shadow OPTION_CAST_WORLD_SHADOW
Overlap OPTION_OVERLAP 1 — OVERLAP_RENDER


For various blend modes the source and destination defines are generated:

UUSL
BLEND_SRC_FUNC_<source blend option name in uppercase>
BLEND_DEST_FUNC_<destination blend option name in uppercase>

// Examples
BLEND_SRC_FUNC_SRC_ALPHA
BLEND_DEST_FUNC_ONE_MINUS_SRC_ALPHA

Usage Examples#

ULON
BaseMaterial 
{
	Option depth_test  = false
	Option transparent = 2
	Option blend_src	= src_alpha
	Option blend_dest	= one_minus_src_alpha
}

Arguments#

Notice
The argument names and values are case-sensitive.

editable#

Boolean

A flag indicating if option can be changed in the Parameters window or via API.

Available values:

  • false — unchangeable
  • true — changeable (by default)

hidden#

Boolean

A flag indicating if option is displayed in the Parameters window.

Available values:

  • false — displayed (by default)
  • true — hidden

Types of Options#

blend_src#

String

A node that allows you to set a blending option value (only for transparent objects and decals). It is a source image representing polygon color.

Available values:

  • zeroRGBA components of the source/destination image color are multiplied by zero.
  • oneRGBA components of the source/destination image color are multiplied by one.
  • src_colorRGBA components of the source/destination image color are multiplied by the mR, mG, mB, mA components (per component).
  • one_minus_src_colorRGBA components of the source/destination image color are multiplied by the 1 - mR, 1 - mG, 1 - mB, 1 - mA components (per component).
  • src_alphaRGBA components of the source/destination image color are multiplied by the mA component.
  • one_minus_src_alphaRGBA components of the source/destination image color are multiplied by the 1 - mA component.
  • dest_colorRGBA components of the source/destination image color are multiplied by the bR, bG, bB, bA components (per component).
  • one_minus_dest_colorRGBA components of the source/destination image color are multiplied by the 1 - bR, 1 - bG, 1 - bB, 1 - bA components (per component).
  • dest_alphaRGBA components of the source/destination image color are multiplied by the bA component.
  • one_minus_dest_alphaRGBA components of the source/destination image color are multiplied by the 1 - bA component.

mR, mG, mB, mA are normalized Red, Blue, Green and Alpha material image channels;

bR, bG, bB, bA are normalized Red, Blue, Green and Alpha background image channels.

blend_dest#

String

A node that allows you to set a blending option value (only for transparent objects and decals). It is a destination image representing screen buffer color.

Available values:

  • zeroRGBA components of the source/destination image color are multiplied by zero.
  • oneRGBA components of the source/destination image color are multiplied by one.
  • src_colorRGBA components of the source/destination image color are multiplied by the mR, mG, mB, mA components (per component).
  • one_minus_src_colorRGBA components of the source/destination image color are multiplied by the 1 - mR, 1 - mG, 1 - mB, 1 - mA components (per component).
  • src_alphaRGBA components of the source/destination image color are multiplied by the mA component.
  • one_minus_src_alphaRGBA components of the source/destination image color are multiplied by the 1 - mA component.
  • dest_colorRGBA components of the source/destination image color are multiplied by the bR, bG, bB, bA components (per component).
  • one_minus_dest_colorRGBA components of the source/destination image color are multiplied by the 1 - bR, 1 - bG, 1 - bB, 1 - bA components (per component).
  • dest_alphaRGBA components of the source/destination image color are multiplied by the bA component.
  • one_minus_dest_alphaRGBA components of the source/destination image color are multiplied by the 1 - bA component.

mR, mG, mB, mA are normalized Red, Blue, Green and Alpha material image channels;

bR, bG, bB, bA are normalized Red, Blue, Green and Alpha background image channels.

order#

Char

Rendering order of the material. Specifies the priority of the material rendering (only for Object and Decal).

Available values:

  • -128 .. 127. The default value is 0. The higher the rendering order, the lower the rendering priority (the material with the -128 order will be rendered first).

shadow_mask#

Integer

A shadow mask used to control shadows cast by an object lit by light sources (only for Object and Decal).

Available values:

  • Integer number, representing a mask. The default value is ~0.

viewport_mask#

Integer

A viewport mask (only for Object and Decal).

Available values:

  • Integer number, representing a mask. The default value is ~0.

depth_mask#

Boolean

A flag indicating if writing in the depth buffer is enabled for a material (only for Object).

Available values:

  • false — not used
  • true — used (by default)

depth_test#

Boolean

A flag indicating if the Depth Test option is enabled for a material (only for Object).

Available values:

  • false — disabled
  • true — enabled (by default)

two_sided#

Boolean

A flag indicating if the Two Sided option is enabled for a material (only for Object).

Available values:

  • false — disabled (by default)
  • true — enabled

cast_shadow#

Boolean

A flag indicating if the Cast Proj and Omni Shadow option is enabled for a material (only for Object).

Available values:

  • false — disabled
  • true — enabled (by default)

cast_world_shadow#

Boolean

A flag indicating if the Cast World shadow option is enabled for a material (only for Object).

Available values:

  • false — disabled
  • true — enabled (by default)

transparent#

Indicates how and when an object with this material will be rendered (only for Object). A lower value gives a higher priority in the rendering queue.

Available values:

Integer

  • 0 = TRANSPARENT_NONE — opaque geometry that renders in deferred pass into GBuffer
  • 1 = TRANSPARENT_ALPHA_TEST — opaque geometry with enabled alpha test that renders in the deferred pass into GBuffer
  • 2 = TRANSPARENT_BLEND — transparent geometry that renders in forward passes
  • 3 = TRANSPARENT_WATER — water objects that renders in the deferred pass

or a String

  • none = TRANSPARENT_NONE
  • alpha_test = TRANSPARENT_ALPHA_TEST
  • blend = TRANSPARENT_BLEND
  • water = TRANSPARENT_WATER

overlap#

Boolean

A flag indicating if the Overlap option is enabled for a material (only for Object). This can be used for UI elements.

Available values:

  • false — disabled (by default)
  • true — enabled
Last update: 2023-12-19
Build: ()