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Direct3D Rendering Cookbook

You're reading from  Direct3D Rendering Cookbook

Product type Book
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Pages 430 pages
Edition 1st Edition
Languages

Table of Contents (19) Chapters

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Referencing multiple textures in a material


In this recipe, we will create a Visual Shader Graph for use with our models that accepts multiple textures. This is necessary to include multiple textures, such as the diffuse texture and the normal and displacement maps, within the same material.

How to do it…

In order to specify multiple textures for the materials in our models with the Visual Studio graphics content pipeline, we need to implement a new Visual Shader Graph (.dgsl file) that allows the selection of additional textures:

  1. Start by right-clicking on the project and selecting Add \ New Item….

  2. Click on the Graphics node, and then click on Visual Shader Graph (.dgsl). We will name the file MultipleTextures.dgsl.

    Note

    In order to improve the preview of the models when using this shader graph, you can copy the existing phong.dgsl from \Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\ located in the Visual Studio installation directory (the default being C:\Program Files (x86)\Microsoft...

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