Download E-books HLSL Development Cookbook PDF

By Doron Feinstein

Written in an enticing but sensible demeanour, HLSL improvement Cookbook helps you to choose the recipes you would like as and once they are required. when you've got a few uncomplicated Direct3D wisdom and need to provide your paintings a few extra visible effect through the use of complex rendering strategies, then this e-book is for you. it's also perfect for these trying to make the transition from DirectX nine to DirectX eleven, and people who are looking to enforce robust shaders with the excessive point Shader Language (HLSL).

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For this recipe we imagine that every one the reflective surfaces we'll use are absolutely opaque, so the reveal house reflections are calculated correct when we are performed lighting fixtures the GBuffer and rendering any emitting meshes. Set the intensity nation to the "no intensity writes" kingdom with the read-only intensity stencil view. Set the recent HDR render aim view and transparent it to completely black with a 0 alpha. Set the intensity SRV and the sunshine accumulation SRV to the 1st and moment slots of the pixel shader. we are going to be rendering each one mesh that makes use of the reveal house mirrored image with an analogous vertex and pixel shaders with the choice to alter the consistent buffer values for every mesh in line with its houses. The vertex shader consistent buffer has to include the entire info required to remodel the mesh into projected area. The minimal wanted buffer is as follows: cbuffer SSReflectionPSConstants : check in( b0 ) { float4x4 WorldViewProjection : packoffset( c0 ); float4x4 WorldView : packoffset( c4 ); } The vertex shader we'll use outputs the next constitution: struct VS_OUTPUT { float4 place : SV_Position; float4 ViewPosition : TEXCOORD0; float3 ViewNormal : TEXCOORD1; float3 csPos : TEXCOORD2; }; The code for the vertex shader is as follows: VS_OUTPUT SSReflectionVS(float4 pos : place, float3 norm : basic) { VS_OUTPUT Output; // rework to projected area Output. place = mul(pos, WorldViewProjection); // rework the placement and general to view house Output. ViewPosition = mul(pos, WorldView); Output. ViewNormal = mul(norm, (float3x3)WorldView); // Convert the projected place to clip-space Output. csPos = Output. place. xyz / Output. place. w; go back Output; } 162 Chapter five back, this is often the minimal vertex shader wanted for the reveal area mirrored image. If the mesh getting rendered makes use of a extra refined vertex shader, a geometry shader or a tessellation level, an analogous set of shaders is needed for the monitor area reflections. For our pixel shader, we are going to use the subsequent consistent buffer: cbuffer SSReflectionVSConstants : check in( b0 ) { float4x4 ProjMatrix : packoffset( c0 ); drift ViewAngleThreshold : packoffset( c4 ); waft EdgeDistThreshold : packoffset( c4. y ); waft DepthBias : packoffset( c4. z ); waft ReflectionScale : packoffset( c4. w ); } we are going to be utilizing a linear sampler to pattern the HDR colour, intensity, and general textures which are declared within the pixel shader as follows: Texture2D HDRTex : check in( t0 ); Texture2D DepthTex : sign up( t1 ); Texture2D NormalTex : sign up( t2 ); SamplerState PointSampler : sign up( s0 ); Linear intensity conversion is dealt with as ordinary by means of the next helper functionality: drift ConvertZToLinearDepth(float intensity) { floatlinearDepth = ProjParams. z / (depth + ProjParams. w); go back linearDepth; } we are going to be utilizing the subsequent consistent values within the pixels shader: static const glide PixelSize = 2. zero / 768. 0f; static const int nNumSteps = 1024; either values are answer based (in this situation 1024x768), so switch this values to check your mild accumulation buffer measurement.

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