Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE Direct3D HLSL Programming using RenderMonkey IDE
RenderMonkey Veined Marble Example • Intuitive parameters control the final look: – ambient / diffuse / specular material colors and coefficients; – contributing light color and global ambient; – noise amplitude and frequency – vein turbulence sharpness and frequency • HLSL_stones.xml – Veined marble Effect Game Developer Conference, San Jose, CA, March 7 th 2003
Veined Marble Shader Algorithm: Basic Steps 1. Generate noise value 2. Determine vein turbulence using noise 3. Blend vein color with base solid material 4. Shade using a diffusely reflected light 5. Add specular highlights Game Developer Conference, San Jose, CA, March 7 th 2003
- Page 1 and 2: Direct3D® High Level Shader Langua
- Page 3 and 4: RenderMonkey Addresses the Needs of
- Page 5 and 6: Program Your Shaders Using Our Intu
- Page 7 and 8: High Level Shading Language • Int
- Page 9 and 10: Creating an HLSL-based Effect Using
- Page 11 and 12: HLSL Shader Editor Plug-in • Allo
- Page 13 and 14: Diffuse Lighting Effect: Pixel Shad
- Page 15 and 16: Specular Lighting: Vertex Shader st
- Page 17 and 18: Advanced Shader Examples • Marble
- Page 19: Veined Marble Shader • Based on t
- Page 23 and 24: Vein Turbulence • Compute vein tu
- Page 25 and 26: Diffusely Reflective Marble Blendin
- Page 27 and 28: Anisotropic Metal Shader Game Devel
- Page 29 and 30: RenderMonkey Anisotropic Metal Exam
- Page 31 and 32: Determining Direction of Anisotropy
- Page 33 and 34: Computing Anisotropic Lighting: Ver
- Page 35 and 36: Assembling The Final Look • Ring
- Page 37 and 38: Translucent Iridescent Shader: Butt
- Page 39 and 40: RenderMonkey Butterfly Wings Shader
- Page 41 and 42: Translucent Iridescent Shader: Vert
- Page 43 and 44: Diffuse Illumination For Translucen
- Page 45 and 46: Making Butterly Wings Iridescent Ir
- Page 47 and 48: Example of Translucent Iridescent S
- Page 49 and 50: Generate Better PS_1_x Code Through
- Page 51 and 52: Summary • Use HLSL for your shade
<strong>RenderMonkey</strong><br />
Veined Marble Example<br />
• Intuitive parameters control the final look:<br />
– ambient / diffuse / specular material colors and<br />
coefficients;<br />
– contributing light color and global ambient;<br />
– noise amplitude and frequency<br />
– vein turbulence sharpness and frequency<br />
• <strong>HLSL</strong>_stones.xml<br />
– Veined marble Effect<br />
Game Developer Conference, San Jose, CA, March 7 th 2003