Shader Authoring: Difference between revisions

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* 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:Material System]] -- for more general information on the usage of shaders in materials.
* Part 1 of The Beginners Guide to Shaders has been released [http://www.wraiyth.com/?p=24 here]. This guide takes you through basic configuratin and setup of your development environment as well as the creation of a simple post-process shader.
* [http://www.wraiyth.com/index.php?q=node/5 Wraiyths Shader Tutorials]


[[Category:Programming]][[Category:Shaders]]
[[Category: Programming]] [[Category: Shaders]]

Revision as of 05:51, 30 August 2007

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.

Getting Started

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.

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.

Note.pngNote:Just having DirectX 9.x installed is not sufficient, the 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.

Note.pngNote:Replace the following directory names as appropriate.
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

Shader compiling with newer DirectX SDKs

Compiling shaders with newer DirectX SDKs from Feburary 2007 and onwards requires a special flag to be set for the fxc.exe file in order to successfully compile shaders.(This is fixes the out of range errors recieved) And modification to a shader header file.

In the mod's code directory

open \src\devtools\bin\fxc_prep.pl Find:

$cmd .= "/nologo ";

Add Below:

$cmd .= "/LD ";

Save the file and it should be all set.

See also