Difference between revisions of "Oblivion Shader Editor"
imported>DragoonWraith m (→NVIDIA: They capitalize their entire name - looks stupid, but we should probably be accurate.) |
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=== NVIDIA === | === NVIDIA === | ||
[http://developer.nvidia.com/page/tools.html | [http://developer.nvidia.com/page/tools.html NVIDIA 3D Tools] - Home of NVIDIA's vast archive of game development tools. | ||
[http://developer.nvidia.com/object/fx_composer_home.html NVIDIA FX Composer] - Shader development IDE for the HLSL, with preview and lots of useful tools. | [http://developer.nvidia.com/object/fx_composer_home.html NVIDIA FX Composer] - Shader development IDE for the HLSL, with preview and lots of useful tools. |
Revision as of 09:33, 12 August 2007
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Oblivion Shader Editor
By Timeslip
Description
This (sdp) is used to edit and compile the shader packages found in the shader folder inside the data folder in your TESIV: Oblivion.
Download
Oblivion Shader Editor Version 0.3
Source Code Version 0.3
Misc Shader Tools
Microsoft
Microsoft Game-writing tutorial - The german version is much better, with video tutorials and lots of shader coverage and a real worthy introduction to Agile development (De).
XNA - Microsoft's free and fully featured game development system, should be able to develop shaders.
DirectX SDK - Contains the DirectX Shader Compiler that creates the needed binary vso/pso files from HLSL or Assembler files.
Visual C++ Express Edition - The must-have IDE for free Windows programming.
NVIDIA
NVIDIA 3D Tools - Home of NVIDIA's vast archive of game development tools.
NVIDIA FX Composer - Shader development IDE for the HLSL, with preview and lots of useful tools.
NVIDIA SDK - Huge collection of examples, also shaders.
ATI
Ati's RenderMonkey - Ati's version of a shader development IDE.
Tutorials
Simple HLSL Shader Tutorial Gamestudio Wiki!
HLSL Shader Tutorial By Donald Beals
HLSL Shaders Microsoft
Pixel Shaders MSDN
Examples
Night-Eye
Editing the Night-Eye Shader
Original Shader
ps_1_3 def c0, 1, 0, 0, -1 def c2, 1, 1, 1, 0.5 def c3, 0.209999993, 0.5, 0.779999971, 0 def c4, 0, 0, 0, 1 tex t0 dp3 r1, c0, c1 add t0.w, c0.w, r1.w mul t0.w, t0.w, t0.w + dp3 r1.xyz, c2, t0 mad r0.w, -t0.w, c2.w, c2.w cnd t0.w, r0.w, c3.w, c4.w + mul r1.xyz, r1, c3 lrp r0.xyz, t0.w, r1, t0 + mov r0.w, c4.w
// approximately 7 instruction slots used (1 texture, 6 arithmetic)
Very Bright
ps_1_3 tex t0 mov_x2_sat r0, t0 // approximately 2 instruction slots used (1 texture, 1 arithmetic)
Super Bright Shader
ps_1_3 tex t0 mov_x4_sat r0, t0 // approximately 2 instruction slots used (1 texture, 1 arithmetic)
Desaturated
ps_1_3 def c0, 0.300000012, 0.589999974, 0.109999999, 1 tex t0 mov_x2_sat r1, t0 dp3_x2_sat r0, t0, c0 lrp r0.xyz, r0, r1, r0 + mov r0.w, c0 // approximately 4 instruction slots used (1 texture, 3 arithmetic)
Other
Shader Compile Tutorial - Nice doc on how to set up Visual C++ to compile *.fx files.