Using Pixel Shaders for Post Effects; Problem-solving Approaches;
使用后对像素着色器,解决问题的办法;
If possible simplify your pixel shaders by moving code to vertex shader.
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.
使用像素着色器或纹理合并来混合几个纹理,而不是多通道逼近。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.
核心层——基于XNA的开发,针对像3D动画一样的高端图像,或者使用自定义像素着色器进行渲染。
The first incarnation of these were pixel shaders, also known as fragment shaders, where the name still made sense.
第一个化身是像素着色器,也被称为片段着色器,这个名字仍然有意义。
This compute shader will be general purpose and capable of operating on diverse data structures that pixel shaders are not geared towards.
这种计算着色将一般用途,并能操作各种数据结构,像素着色器不是针对。
Once you've mastered the basics of HLSL shaders, you can create pixel shaders that implement the algorithms for drawing common types of gradients, then apply a different shader in SpriteBatch.
一旦你掌握了基本的HLSL着色器,您可以创建实现算法的像素着色器常见的渐变类型,然后运用不同的材质spritebatch。
If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.
如果使用自定义的着色器,它们必须是pixel - lit并使用几何渲染队列。
If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.
如果使用自定义的着色器,它们必须是pixel - lit并使用几何渲染队列。
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