How to pass textures to DirectX 9 pixel shader?
如何通过纹理举9像素着色器吗?
The texture can now be sampled in the pixel shader.
然后像素着色器就可以对其进行采样了。
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。
Is the distinction between vertex and pixel shader necessary or even beneficial?
顶点和像素着色器是必要的甚至是有益的区别?
The pixel shader computes a ray from the eye to the pixel being drawn on the quad.
像素着色起计算从眼睛到被画矩形的光线。
Gets the maximum number of instruction slots supported by the specified pixel shader version.
取得值,这个值指出是否支援指定的像素著色器版本。
Pixel shader a pixel shader is a graphics processing function that calculates effects on a per-pixel basis.
像素着色器像素着色器是按像素计算效果的图形处理功能。
This is fast, efficient, and can produce very detailed effects while freeing up pixel shader resources for other USES.
这是一种快速、有效的方案,而且还可以产生非常细微的图像效果,并解放像素着色器资源以供他用。
Gets a value that indicates whether the specified pixel shader version can be rendered in software on the current system.
取得值,这个值指出是否支援指定的像素著色器版本。
The main process is as follows. The particles are handled in the same manner as in the 2D technique until they reach the pixel shader.
主要的过程如下所示,粒子像2D技术那样被处理直到他们用上像素着色器。
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。
The first approach to dealing with this is to perturb the depth being output from the pixel shader by a depth stored in the particle texture.
解决这个问题的第一个办法是是改变深度。这个深度由像素着色器根据储存在粒子纹理中的深度生成。
The scene in this sample is rendered using a pixel shader to control the ambient, diffuse, and specular contribution of each light at every pixel.
该例子的场景渲染使用了像素着色器来控制环境光,漫反射,镜面反射作用于每个像素上的各个光照。
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。
Try to reduce the overall number of shader passes (Shadows, pixel lights, reflections).
尝试减少着色通道(阴影,像素灯光,反射)的全部数量。
Recently, LOD techniques included also shader management to keep control of pixel complexity.
最近,LOD技术也被阴影管理系统中的复杂像素控制。
Recently, LOD techniques included also shader management to keep control of pixel complexity.
最近,LOD技术也被阴影管理系统中的复杂像素控制。
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