Shader authoring/Compiling Shaders
To compile .FXC files, list them in a text file (one per line), then run
src\materialsystem\stdshaders\buildshaders.bat on the text file. It will go process your .FXC code and compile all the combinations into your mod's directory. The syntax of the
buildshaders.bat command line is:
buildshaders.bat [text filename] -game [mod directory] -source [source directory]
buildshaders.bat MyShaders -game "C:\Steam\SteamApps\SourceMods\MyMod" -source "C:\MyMod\Src"
buildshaders.bat. Before building your shader DLL, you need to run
buildshaders.bat, so it can generate include files that your shader DLL will need.
stdshaders_dx9.txt as examples of how to set up your shaders text file. All the source code for the shader DLL should be in the same directory as the .FXC, .VSH, and .PSH files. After
buildshaders.bat runs, you can look in the
fxctmp9 sub-directory to see the include files generated by the shader compiler.
*_ps20.fxcfor pixel shaders conforming to the 2.0 spec,
*_vs11.fxcfor vertex shaders conforming to the 1.1 spec.)
taskkill /IM shadercompile /F. This will terminate all instances of shadercompile.exe. The next step is deleting the following folder:
%localappdata%/temp/shadercompiletemp. Finally, run the Windows Defragment and Optimize Drives utility and allow it to Defragment the hard drive where your User Directory and Source Code can be found. If you are using a Solid State Drive, use CHKDSK.