Files
GhostEngine/Ghost.Graphics/test.gshader
Misaki d91d6f6e57 Refactor shader pipeline and improve modularity
- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization.
- Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference.
- Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling.
- Renamed command buffer variables in `RenderingContext` for consistency.
- Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`.
- Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle.
- Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info.
- Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling.
- Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation.
- Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes.
- Improved error handling in `SDLCompiler` with try-catch blocks and better messages.
- Refactored `test.gshader` to use dynamically generated includes.
- Fixed typos, improved code readability, and removed unused code.
2025-11-14 19:41:36 +09:00

28 lines
693 B
GLSL

shader "MyShader/Standard"
{
properties
{
float4 color = float4(1, 1, 1, 1);
tex2d_b texture1 = tex2d_b(black);
tex2d_b texture2 = tex2d_b(white);
tex2d_b texture3 = tex2d_b(grey);
tex2d_b texture4 = tex2d_b(normal);
uint vertexBufferIndex;
uint indexBufferIndex;
}
pipeline
{
ztest = less_equal;
zwrite = on;
cull = back;
blend = opaque;
color_mask = 0;
}
pass "Forward"
{
ms("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "MSMain");
ps("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "PSMain");
}
}