3 using SiliconStudio.Paradox.Graphics;
4 using SiliconStudio.Paradox.Shaders;
6 namespace SiliconStudio.
Paradox.Effects
20 base.SetupPasses(effectMesh);
26 throw new System.NotImplementedException();
27 EffectShaderPass mainShaderPass;
30 DefaultShaderPass.Macros.AddRange(mainShaderPass.Macros);
31 DefaultShaderPass.SubMeshDataKey = mainShaderPass.SubMeshDataKey;
35 DefaultShaderPass.Shader.Mixins.Add(wireframeShader);
40 base.SetupResources(effectMesh);
42 throw new System.NotImplementedException();
43 EffectShaderPass effectShaderPass;
47 rasterizer.Name =
"WireFrame";
48 effectShaderPass.Parameters.Set(RasterizerStateKey, rasterizer);
50 var depthStencilState = DepthStencilState.New(GraphicsDevice,
new DepthStencilStateDescription(
true,
false) { DepthBufferFunction = CompareFunction.LessEqual });
51 effectShaderPass.Parameters.Set(DepthStencilStateKey, depthStencilState);
override void SetupPasses(EffectMesh effectMesh)
override void SetupShaders(EffectMesh effectMesh)
Describes a rasterizer state.
A mixin performing a combination of ShaderClassSource and other mixins.
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
CullMode
Indicates triangles facing a particular direction are not drawn.
override void SetupResources(EffectMesh effectMesh)
Level10 render pass using a depth buffer and a render target.
Describes a depth stencil state.
A shader class used for mixin.