Terrain

Description

sealed class Tinman.Engine.Shaders.Terrain.Terrain

Derived from

GpuCode abstract

Full source code is included in the Tinman 3D SDK download.

The render effect code used by ITerrainEffect.

Public / Methods

GS_­Material


[GeometryShader(GpuCode.TRIANGLE, GpuCode.TRIANGLE, 24)] [If("!HLSL_DX9")]
public static method GS_Material → (2)

data in : GS_In_Material [ ]

The shader input.

stream in : STREAM<PS_In_Material>

The shader output.

GS_­Shadow


[GeometryShader(GpuCode.TRIANGLE, GpuCode.TRIANGLE, 24)] [If("!HLSL_DX9")]
public static method GS_Shadow → (2)

data in : GS_In_Material [ ]

The shader input.

stream in : STREAM<PS_In_Shadow>

The shader output.

PS_­Background


[PixelShader]
public static method PS_Background → (1)

data in : PS_In_Background

The shader input.

returns → PS_Out_TargetDepth

The shader output.

The pixel shader for TerrainParameters.PassTextureDome.

PS_­Color


[PixelShader]
public static method PS_Color → (2)

data in : PS_In_Color

The shader input.

face in : FACE

The shader input.

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassColor.

PS_­Decal


[PixelShader]
public static method PS_Decal → (1)

data in : PS_In_Decal @ With(Behaviour.Centroid)

The shader input.

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassColor.

PS_­Highlight


[PixelShader]
public static method PS_Highlight → ()

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassHighlight.

PS_­Material1


[PixelShader]
public static method PS_Material1 → (2)

data in : PS_In_Material

The shader input.

face in : FACE

The shader input.

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassMaterial (3 materials).

PS_­Material2


[If("!HLSL_DX9")] [PixelShader]
public static method PS_Material2 → (2)

data in : PS_In_Material

The shader input.

face in : FACE

The shader input.

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassMaterial (4 materials).

PS_­Shadow


[PixelShader]
public static method PS_Shadow → (1)

data in : PS_In_Shadow

The shader input.

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassShadow.

PS_­Texture


[PixelShader]
public static method PS_Texture → (2)

data in : PS_In_Texture

The shader input.

face in : FACE

The shader input.

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassTextureAtlas.

PS_­Wireframe


[PixelShader]
public static method PS_Wireframe → (1)

data in : PS_In_Material

The shader input.

returns → PS_Out_Target

The shader output.

The pixel shader for TerrainParameters.PassWireframe.

TP_­Material


[If("!HLSL_DX9")] [TessellatePatchShader(GpuCode.TRIANGLE, GpuCode.CW, GpuCode.EQUAL, 3, 3)]
public static method TP_Material → (3)

points in : GS_In_Material [ ]

The shader input.

data ref : TS_Patch

The shader input / output.

index in : int32

The shader input.

returns → GS_In_Material

The shader output

The tessellate patch shader for TerrainParameters.PassMaterial of TerrainFeatureLevel.DX11.

TV_­Material


[If("!HLSL_DX9")] [TessellateVertexShader(GpuCode.TRIANGLE, GpuCode.CW, GpuCode.EQUAL, 3)]
public static method TV_Material → (3)

data in : TS_Patch

The shader input.

points in : GS_In_Material [ ]

The shader input.

domain in : float3

The shader input.

returns → PS_In_Material

The shader output.

The tessellate vertex shader for TerrainParameters.PassMaterial of TerrainFeatureLevel.DX11.

TV_­Shadow


[If("!HLSL_DX9")] [TessellateVertexShader(GpuCode.TRIANGLE, GpuCode.CW, GpuCode.EQUAL, 3)]
public static method TV_Shadow → (3)

data in : TS_Patch

The shader input.

points in : GS_In_Material [ ]

The shader input.

domain in : float3

The shader input.

returns → PS_In_Shadow

The shader output.

The tessellate vertex shader for TerrainParameters.PassShadow of TerrainFeatureLevel.DX11.

VS_­Background


[VertexShader]
public static method VS_Background → (1)

data in : VS_In

The shader input.

returns → PS_In_Background

The shader output.

The vertex shader for TerrainParameters.PassTextureDome.

VS_­Color


[VertexShader]
public static method VS_Color → (1)

data in : VS_In

The shader input.

returns → PS_In_Color

The shader output.

The vertex shader for TerrainParameters.PassColor.

VS_­Decal


[VertexShader]
public static method VS_Decal → (1)

data in : VS_In

The shader input.

returns → PS_In_Decal

The shader output.

The vertex shader for TerrainParameters.PassDecal.

VS_­Material1


[VertexShader]
public static method VS_Material1 → (1)

data in : VS_In

The shader input.

returns → PS_In_Material

The shader output.

VS_­Material2


[If("!HLSL_DX9")] [VertexShader(GpuCode.HINT_GS)]
public static method VS_Material2 → (1)

data in : VS_In

The shader input.

returns → GS_In_Material

The shader output.

VS_­Shadow


[VertexShader]
public static method VS_Shadow → (1)

data in : VS_In

The shader input.

returns → PS_In_Shadow

The shader output.

The pixel shader for TerrainParameters.PassShadow.

VS_­Texture


[VertexShader]
public static method VS_Texture → (1)

data in : VS_In

The shader input.

returns → PS_In_Texture

The shader output.

The vertex shader for TerrainParameters.PassTextureAtlas.