By Doron Feinstein
3D images have gotten progressively more lifelike and complex because the energy of recent improves. The excessive point Shader Language (HLSL) lets you harness the facility of shaders inside DirectX eleven, that you can push the bounds of 3D rendering like by no means before.
HLSL improvement Cookbook will give you a chain of crucial recipes that can assist you take advantage of out of alternative rendering ideas used inside video games and simulations utilizing the DirectX eleven API.
This ebook is particularly designed to assist construct your knowing through functional instance. This crucial Cookbook has assurance starting from industry-standard lighting fixtures strategies to extra expert post-processing implementations resembling bloom and tone mapping. defined in a transparent but concise demeanour, each one recipe is additionally followed via amazing examples with complete documentation that you should harness the ability of HLSL to your personal person requirements.
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Additional resources for HLSL Development Cookbook
Choosing the structure of the GBuffer is a very important decision. The bare minimum you can get away with is storing depth, base color, normal, specular power, and specular intensity. For this configuration, you will need between three to four render targets. Storing depth and base color is straight forward. Use a D24S8 render target for the depth and stencil. For base color we will be using an A8R8G8B8 render target as the base color values are usually sampled from 8 bit per-pixel texture. The alpha channel of the color target can be used to store the specular intensity.
The following screenshot shows a red capsule light source: Capsule lights can be used to represent fluorescent tubes or a lightsaber. Getting ready Capsules can be thought of as a sphere split into two halves, which are then extruded by the length of the capsule light's line length. The following figure shows the line start point A and end points B and R are the light's range: P B A R 23 Forward Lighting How to do it... w ); float3 CapsuleLightColor : packoffset( c2 ); } Point A, referred to as the starting point is stored in the shader constant CapsuleLightPos.
This is due to a compiler restriction that won't allow a pixel shader to output any other type of floating point value. Just fill the W component with something (it will be ignored when written into the target). Normalizing the specular power is straightforward. 0 }; 44 Chapter 2 Finally, we need to pack all the different values into the GBuffer format. 0); return Out; } This function takes the base color, normalized normal, specular intensity, and specular power as input and outputs those values packed in the GBuffer format.
HLSL Development Cookbook by Doron Feinstein