Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE Direct3D HLSL Programming using RenderMonkey IDE
Anisotropic Metal Shader • Simulates properties of anisotropic surfaces – Brushed metal surfaces (brass, silver, etc.) – CDs (iridescence component would be added) • Models light scattering due to elongated features of brushed metal surfaces – Based on Heidrich / Seidel approach for computing anisotropic lighting • Underlying material is modeled as a solid volume of metallic rings – Similar to modeling procedural wood Game Developer Conference, San Jose, CA, March 7 th 2003
RenderMonkey Anisotropic Metal Example • Parameters allow tweaking the look of brushed metal for the effect – Ring volume center, direction and scale • Control the direction and placement of ring “trunk” volume and size of the rings – 2 lights: positions and color • For anisotropic lighting computation – Ambient lighting color and contribution coefficient – Ring color – Material ambient color • Workspace: – HLSL_Anisotropic.xml 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 and 20: Veined Marble Shader • Based on t
- Page 21 and 22: Veined Marble Shader Algorithm: Bas
- Page 23 and 24: Vein Turbulence • Compute vein tu
- Page 25 and 26: Diffusely Reflective Marble Blendin
- Page 27: Anisotropic Metal Shader Game Devel
- 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> Anisotropic<br />
Metal Example<br />
• Parameters allow tweaking the look of brushed<br />
metal for the effect<br />
– Ring volume center, direction and scale<br />
• Control the direction and placement of ring “trunk” volume<br />
and size of the rings<br />
– 2 lights: positions and color<br />
• For anisotropic lighting computation<br />
– Ambient lighting color and<br />
contribution coefficient<br />
– Ring color<br />
– Material ambient color<br />
• Workspace:<br />
– <strong>HLSL</strong>_Anisotropic.xml<br />
Game Developer Conference, San Jose, CA, March 7 th 2003