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* Algorithm Flexibility
 
* Algorithm Flexibility
 
* Performance Benefits
 
* Performance Benefits
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Shaders have access to the render state (parameters, matrices, lights, materials ...) and textures.
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A "pass" is the rendering of a 3D Model with a vertex and pixel shader pair.
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An effect can require multiple passes, while each pass can use a different shader and/or model pair.
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A Pass can render to a texture (to be used by another pass). Think of the "fixed functionality" as the default Shader.
    
To make it simple, a shader is a program that is loaded on the GPU and called for every vertex or pixel: this gives programmers the possibility to implement techniques and visual effects and execute them faster. In modern games or simulators lots of shaders are used: lights, water, skinning, reflections and much more.  
 
To make it simple, a shader is a program that is loaded on the GPU and called for every vertex or pixel: this gives programmers the possibility to implement techniques and visual effects and execute them faster. In modern games or simulators lots of shaders are used: lights, water, skinning, reflections and much more.  
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