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高级着色器语言

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高級着色器语言(即 HLSL,缩写自 High Level Shader Language[1]High-Level Shading Language[2]),是由微软拥有及开发的一种着色器语言,最初的开发是为了辅助 Direct3D 9 的着色器汇编语言,后成为 Direct3D 10 以来统一着色器模型英语Unified Shader Model所必须的语言。

HLSL只能供微软的Direct3D以及XNA使用。HLSL是GLSL的先辈,不能与OpenGL标准兼容。它跟NvidiaCg非常相似,是因为两个开发者曾经紧密合作。[3]

HLSL的主要作用为将一些复杂的图像处理,快速而又有效率地在显卡上完成,与组合式或低阶Shader Language相比,能降低在编写复杂特殊效果时所发生编程错误的机会。

Shader model 比较

Pixel shader 比较

更多信息 Pixel shader 版本, 1.0 to 1.3[4] ...
  • PS 2.0 = DirectX 9.0 original Shader Model 2 specification.
  • PS 2.0a = NVIDIA GeForce FX-optimized model.
  • PS 2.0b = ATI Radeon X700, X800, X850 shader model, DirectX 9.0b.
  • PS 3.0 = Shader Model 3.0.
  • PS 4.0 = Shader Model 4.0.
  • PS 4.1 = Shader Model 4.1.
  • PS 5.0 = Shader Model 5.0.

"32 + 64" for Executed Instructions means "32 texture instructions and 64 arithmetic instructions."


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Vertex shader 比较

更多信息 Vertex shader 版本, VS 1.1[10] ...
  • VS 2.0 = DirectX 9.0 original Shader Model 2 specification.
  • VS 2.0a = NVIDIA GeForce FX-optimized model.
  • VS 3.0 = Shader Model 3.0.
    • Note that ATI X1000 series cards (e.g. X1900) does not support Vertex Texture Fetch, hence it does not fully comply with the VS 3.0 model. Instead, they offer a feature called "Render to Vertex Buffer (R2VB)" that provides functionality that is a superset of Vertex Texture Fetch.[12]
  • VS 4.0 = Shader Model 4.0.
  • VS 4.1 = Shader Model 4.1.
  • VS 5.0 = Shader Model 5.0.

范例

灰阶贴图用
  • 灰阶值 = 0.3 x 红 + 0.59 x 绿 + 0.11 x 蓝
sampler2D Texture0;

float4 ps_main( float2 texCoord  : TEXCOORD0 ) : COLOR
{
   float4 _inColor = tex2D( Texture0, texCoord );
   float gray = 0.3*_inColor.x + 0.59*_inColor.y + 0.11*_inColor.z;
   float4 _outColor = float4(gray, gray, gray, 1.0);
   
   return _outColor;
}

注释

外部链接

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