Microsoft pixel shader




















When writing multiple colors, all output colors must be used contiguously. Pixel shader depth output must be of type float1. A sampler contains sampler state. Sampler state specifies the texture to be sampled, and controls the filtering that is done during sampling.

Three things are required to sample a texture:. The sampler contains the sampler state inside of curly braces. This includes the texture that will be sampled and, optionally, the filter state that is, wrap modes, filter modes, etc. If the sampler state is omitted, a default sampler state is applied specifying linear filtering and a wrap mode for the texture coordinates.

The sampler function takes a two-component floating-point texture coordinate, and returns a two-component color. This is represented with the float2 return type and represents data in the red and green components. Here is an example of 3D sampling:. Because the runtime does not support 1D textures, the compiler will use a 2D texture with the knowledge that the y-coordinate is unimportant. In some rare scenarios, the compiler cannot choose an efficient y-component, in which case it will issue a warning.

This particular example is inefficient because the compiler must move the input coordinate into another register because a 1D lookup is implemented as a 2D lookup and the texture coordinate is declared as a float1.

If the code is rewritten using a float2 input instead of a float1, the compiler can use the input texture coordinate because it knows that y is initialized to something. With the "proj" suffix, the texture coordinate is divided by the w-component.

With "bias," the mip level is shifted by the w-component. Thus, all texture lookups with a suffix always take a float4 input. Samplers may also be used in array, although no back end currently supports dynamic array access of samplers. Therefore, the following is valid because it can be resolved at compile time:. Dynamic access of samplers is primarily useful for writing programs with literal loops.

The following code illustrates sampler array accessing:. Using the Microsoft Direct3D debug runtime can help you catch mismatches between the number of components in a texture and a sampler. Functions break large tasks into smaller ones. Small tasks are easier to debug and can be reused, once proven. Functions can be used to hide details of other functions, which makes a program composed of functions easier to follow.

HLSL functions are similar to C functions in several ways: They both contain a definition and a function body and they both declare return types and argument lists. Like C functions, HLSL validation does type checking on the arguments, argument types, and the return value during shader compilation. This makes it easier to bind buffer data to a shader, and bind shader outputs to shader inputs. An argument list declares the input arguments to a function. It may also declare values that will be returned.

Some arguments are both input and output arguments. Here is an example of a shader that takes four input arguments. This function returns a final color, that is a blend of a texture sample and the light color. The function takes four inputs. The semantics mean that the data for these variables will come from the vertex buffer.

The TEXCOORDn semantic type is often used to supply a semantic for a type that is not predefined there is no vertex shader input semantic for a light direction. The other two inputs LightColor and samp are labeled with the uniform keyword. These are uniform constants that will not change between draw calls. The values for these parameters come from shader global variables. Arguments can be labeled as inputs with the in keyword, and output arguments with the out keyword.

Arguments cannot be passed by reference; however, an argument can be both an input and an output if it is declared with the inout keyword. Arguments passed to a function that are marked with the inout keyword are considered copies of the original until the function returns, and they are copied back.

Here's an example using inout:. The body consists of statements which are surrounded by curly braces. The function body implements all of the functionality using variables, literals, expressions, and statements.

In all these cases the developer may choose to specify partial precision to process the data, knowing that no input data precision is lost. In some cases, a shader may require that the internal steps of a calculation be performed at full precision even when input and final output values do not have more than partial precision. This is useful for debugging and prototyping purposes. A software shader will not work with hardware. Specifically, the following validations are relaxed:.

Skip to main content. This browser is no longer supported. Download Microsoft Edge More info. Contents Exit focus mode. Is this page helpful? Please rate your experience Yes No. Any additional feedback? In this article. In this case, we're taking advantage of the fact that the vectors and normals are interpolated to approximate a smooth-looking surface.

This pixel shader in this example is quite possibly the absolute minimum amount of code you can have in a pixel shader. It takes the interpolated pixel color data generated during rasterization and returns it as output, where it will be written to a render target.

How boring! It indicates that the output is to be written to the primary render target, which is the texture buffer supplied to the swap chain for display. This is required for pixel shaders - without the color data from the pixel shader, Direct3D wouldn't have anything to display!

An example of a more complex pixel shader to perform Phong shading might look like this. Since the vectors and normals were interpolated, we don't have to compute them on a per-pixel basis.

However, we do have to re-normalize them because of how interpolation works; conceptually, we need to gradually "spin" the vector from direction at vertex A to direction at vertex B, maintaining its length—wheras interpolation instead cuts across a straight line between the two vector endpoints. In another example, the pixel shader takes its own constant buffers that contain light and material information. The input layout in the vertex shader would be expanded to include normal data, and the output from that vertex shader is expected to include transformed vectors for the vertex, the light, and the vertex normal in the view coordinate system.

If you have texture buffers and samplers with assigned registers t and s , respectively , you can access them in the pixel shader also. Shaders are very powerful tools that can be used to generate procedural resources like shadow maps or noise textures.

In fact, advanced techniques require that you think of textures more abstractly, not as visual elements but as buffers. They hold data like height information, or other data that can be sampled in the final pixel shader pass or in that particular frame as part of a multi-stage effects pass.

Multi-sampling is a powerful tool and the backbone of many modern visual effects. Hopefully, you're comfortable with DirectX 11at this point and are ready to start working on your project. Understand the Direct3D 11 rendering pipeline. Skip to main content. Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. Feedback will be sent to Microsoft: By pressing the submit button, your feedback will be used to improve Microsoft products and services.

Privacy policy. The Pixel Shader PS stage receives interpolated data for a primitive, and generates per-pixel data such as color. This is a programmable shader stage; it is shown as a rounded block in the graphics pipeline diagram. This shader stage exposes its own unique functionality, built on the shader model 4. The Pixel Shader PS stage enables rich shading techniques such as per-pixel lighting and post-processing. A pixel shader is a program that combines constant variables, texture data, interpolated per-vertex values, and other data to produce per-pixel outputs.

The Rasterizer RS stage invokes a pixel shader once for each pixel covered by a primitive, however, it is possible to specify a NULL shader to avoid running a shader.



0コメント

  • 1000 / 1000