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高級着色器語言
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高階著色器語言(即 HLSL,縮寫自 High Level Shader Language[1] 或 High-Level Shading Language[2]),是由微軟擁有及開發的一種著色器語言,最初的開發是為了輔助 Direct3D 9 的著色器組合語言,後成為 Direct3D 10 以來統一著色器模型所必須的語言。
HLSL只能供微軟的Direct3D以及XNA使用。HLSL是GLSL的先輩,不能與OpenGL標準兼容。它跟Nvidia的Cg非常相似,是因為兩個開發者曾經緊密合作。[3]
HLSL的主要作用為將一些複雜的圖像處理,快速而又有效率地在顯示卡上完成,與組合式或低階Shader Language相比,能降低在編寫複雜特殊效果時所發生編程錯誤的機會。
Shader model 比較
- PS 2.0 = DirectX 9.0 original Shader Model 2 specification.
- PS 2.0a = NVIDIA GeForce FX-optimized model.
- PS 2.0b = ATI Radeon X700, X800, X850 shader model, DirectX 9.0b.
- PS 3.0 = Shader Model 3.0.
- PS 4.0 = Shader Model 4.0.
- PS 4.1 = Shader Model 4.1.
- PS 5.0 = Shader Model 5.0.
"32 + 64" for Executed Instructions means "32 texture instructions and 64 arithmetic instructions."
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- VS 2.0 = DirectX 9.0 original Shader Model 2 specification.
- VS 2.0a = NVIDIA GeForce FX-optimized model.
- VS 3.0 = Shader Model 3.0.
- Note that ATI X1000 series cards (e.g. X1900) does not support Vertex Texture Fetch, hence it does not fully comply with the VS 3.0 model. Instead, they offer a feature called "Render to Vertex Buffer (R2VB)" that provides functionality that is a superset of Vertex Texture Fetch.[12]
- VS 4.0 = Shader Model 4.0.
- VS 4.1 = Shader Model 4.1.
- VS 5.0 = Shader Model 5.0.
範例
- 灰階貼圖用
- 灰階值 = 0.3 x 紅 + 0.59 x 綠 + 0.11 x 藍
sampler2D Texture0;
float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR
{
float4 _inColor = tex2D( Texture0, texCoord );
float gray = 0.3*_inColor.x + 0.59*_inColor.y + 0.11*_inColor.z;
float4 _outColor = float4(gray, gray, gray, 1.0);
return _outColor;
}
注釋
外部連結
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