Shader Authoring: Difference between revisions
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==Introduction== | |||
=Introduction= | |||
This document describes how to author shaders in the Source SDK, for further information on what a shader is and how they can be used, please see [[Shader]]. | This document describes how to author shaders in the Source SDK, for further information on what a shader is and how they can be used, please see [[Shader]]. | ||
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The Source SDK fully supports Microsoft DirectX [[HLSL]] (High Level Shading Language) and shader assembly languages for writing shaders. It is recommended to use HLSL whenever possible and to only write shader assembly as a last resort. | The Source SDK fully supports Microsoft DirectX [[HLSL]] (High Level Shading Language) and shader assembly languages for writing shaders. It is recommended to use HLSL whenever possible and to only write shader assembly as a last resort. | ||
=Getting Started= | ==Getting Started== | ||
There are a number of external tools required to compile shaders for use in the Source SDK, the following sections detail the tools and provides links for download along with brief instructions on installation and usage. | There are a number of external tools required to compile shaders for use in the Source SDK, the following sections detail the tools and provides links for download along with brief instructions on installation and usage. | ||
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The tools used are Perl, the DirectX SDK and nmake, the following processes, in general, only have to be performed once before the process of compiling shaders can begin. | The tools used are Perl, the DirectX SDK and nmake, the following processes, in general, only have to be performed once before the process of compiling shaders can begin. | ||
==Installing Perl and DirectX== | ===Installing Perl and DirectX=== | ||
To install Perl, go to the [http://www.perl.com/download.csp#win32 download page] on http://www.perl.com , download, and install Perl - a recommended version of Perl for windows is [http://www.activeperl.com ActivePerl]. | To install Perl, go to the [http://www.perl.com/download.csp#win32 download page] on http://www.perl.com , download, and install Perl - a recommended version of Perl for windows is [http://www.activeperl.com ActivePerl]. | ||
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{{note|Just having DirectX 9.x installed is '''not''' sufficient, the <code>DirectX SDK</code> must be installed!}} | {{note|Just having DirectX 9.x installed is '''not''' sufficient, the <code>DirectX SDK</code> must be installed!}} | ||
==Copying Files== | ===Copying Files=== | ||
With Perl and the DirectX SDK installed, copy the required executables so the SDK compilation tools can use them. The table below assumes that Perl has been installed into <code>C:\Perl</code>, DirectX into <code>C:\DXSDK</code>, and that the mod's source code directory is in <code>C:\MyMod\src</code>. | With Perl and the DirectX SDK installed, copy the required executables so the SDK compilation tools can use them. The table below assumes that Perl has been installed into <code>C:\Perl</code>, DirectX into <code>C:\DXSDK</code>, and that the mod's source code directory is in <code>C:\MyMod\src</code>. | ||
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= | == See also == | ||
You can get more information about HLSL and shader assembly programming in [http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/hlslshaders/programmablehlslshaders.asp the online MSDN docs]. | * You can get more information about HLSL and shader assembly programming in [http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/hlslshaders/programmablehlslshaders.asp the online MSDN docs]. | ||
* [[:Category:Material System]] -- for more general information on the usage of shaders in materials. | |||
[[Category:Programming]][[Category:Shaders]] |
Revision as of 15:12, 2 November 2006
Introduction
This document describes how to author shaders in the Source SDK, for further information on what a shader is and how they can be used, please see Shader.
Every material that is used in Source specifies which shader it uses to render itself. The shader contains the logic and equations to take the source artwork and lighting, and produce the final rendered color for every pixel that the shader is used on.
The Source SDK fully supports Microsoft DirectX HLSL (High Level Shading Language) and shader assembly languages for writing shaders. It is recommended to use HLSL whenever possible and to only write shader assembly as a last resort.
Getting Started
There are a number of external tools required to compile shaders for use in the Source SDK, the following sections detail the tools and provides links for download along with brief instructions on installation and usage.
The tools used are Perl, the DirectX SDK and nmake, the following processes, in general, only have to be performed once before the process of compiling shaders can begin.
Installing Perl and DirectX
To install Perl, go to the download page on http://www.perl.com , download, and install Perl - a recommended version of Perl for windows is ActivePerl.
To install the latest DirectX SDK, go to Microsoft's DirectX site, download, and install the DirectX SDK. Be sure to get the latest possible version of the SDK, if a previous version is installed, remove it and download a more recent version.

DirectX SDK
must be installed!Copying Files
With Perl and the DirectX SDK installed, copy the required executables so the SDK compilation tools can use them. The table below assumes that Perl has been installed into C:\Perl
, DirectX into C:\DXSDK
, and that the mod's source code directory is in C:\MyMod\src
.

Source File | Destination Directory |
---|---|
C:\Perl\bin\perl.exe | C:\MyMod\src\devtools\bin |
C:\Perl\bin\perl58.dll | C:\MyMod\src\devtools\bin |
C:\DXSDK\Utilities\fxc.exe | C:\MyMod\src\dx9sdk\Utilities |
C:\DXSDK\Utilities\psa.exe | C:\MyMod\src\dx9sdk\Utilities |
C:\DXSDK\Utilities\vsa.exe | C:\MyMod\src\dx9sdk\Utilities |
See also
- You can get more information about HLSL and shader assembly programming in the online MSDN docs.
- Category:Material System -- for more general information on the usage of shaders in materials.