Page 1 of 1

New HLSL Shader Semantics in Ventuz 3.07.01

Posted: 22 Aug 2012, 13:47
by Dierk Ohlerich
In Ventuz 3.07.01 you can access all fixed function lighting state and some texture state as shader semantics. To explain how to use it, I prepared a little demo. This allows you to react to light and texture nodes in your own shaders.

In this example you can switch between a HLSL shader node and the normal fixed function pipeline for comparison. You can modify the shader as you like.

The shader implements per pixel lighting using static branching, which performs well. The shader also implements a subset of the texturing features, but this implementation might be too slow for some purposes. To get it perform acceptable, you would need to limit it to the options your application really requires. If you study the shader disassembly, you will understand what I mean.

All lighting calculation is done in camera space.
2232-SasTextureInfo.vza
A Ventuz Archive with the Demo
(16.71 KiB) Downloaded 573 times