Graphics Reference
In-Depth Information
4.
Now, in the properties window, we simply need to change the Access property of
Texture1 through to Texture8 to Public Access.
Editing the DGSL to enable multiple textures per material in a Visual Studio 3D Scene (.fbx)
5.
At this point, we will also make the additional lighting variables visible to our models if
they aren't already visible. Scroll down the list of shader graph properties and change
the Access to Public Access for Variable:MaterialAmbient.
Although the graphics content pipeline supports compiling the
shader graph to HLSL for us (it requires manual tweaking to
support Feature Level 9 x devices), we aren't using this within
our recipes as we require a little more control and want to delve
deeper into the underlying shader code. This is especially the case
when implementing tessellation and displacement mapping.
6.
When editing models with materials that require multiple textures within a 3D
Scene (.fbx), we can now reference the MultipleTextures.dgsl shader graph
in an object's Effect property and provide the name of a file for each of the texture
properties as necessary.
 
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