-
Notifications
You must be signed in to change notification settings - Fork 7
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
external shader compiler or monkey translator? #11
Comments
just wanted to link here also http://blogs.unity3d.com/2010/07/17/unity-3-technology-surface-shaders/
I find this concept very promising. What I have(not yet running) looks like this. <shader name="diffuse_bump">
<option fallback="diffuse_texture"
lightmap="false"
lighting="true"
fog="true"/>
<properties>
float4 color;
Sampler2D colorMap;
Sampler2D normalMap;
</properties>
<input>
float2 uv0;
</input>
<surf>
OUT.Albedo = tex2d(colorMap, IN.uv0) * color;
OUT.Normal = UnpackNormal (tex2D (normalMap, IN.uv0));
</surf>
</shader> But I needed to design a completly shader driven renderpipline + common graphics interface(driver).
I really whold like to have feedback for this approach. There are other approaches and I'd love to work out the pros and cons.. I wanted to have some runnable example at this point... but I was too lazy and did it probably somewhat underestimated... edit: |
choose which method to use.
The text was updated successfully, but these errors were encountered: