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Namespace Fusee.Engine.Core.Effects

Classes

BRDFInput

Class that can be used to collect properties that will serve as uniforms for a BRDF lighting calculation. In addition this input provides properties for albedo and normal textures.

ComputeEffect

Class that contains information on how to build a compute shader program.

DiffuseInput

Class that can be used to collect properties that will serve as uniforms for diffuse only lighting calculation. In addition this input provides properties for albedo and normal textures.

EdlInput

Class that can be used to collect properties that will serve as uniforms for eye dome lighting. NOTE: This Input is only compatible with SurfaceEffectPointClouds right now.

Effect

Abstract base class for ShaderEffect, SurfaceEffectBase and ComputeEffect.

EffectManagerEventArgs

Event arguments that are passed from an Effect to the Fusee.Engine.Core.EffectManager.

FxShaderAttribute

FxShardAttribute

GlossyInput

Class that can be used to collect properties that will serve as uniforms for a glossy lighting calculation. In addition to the albedo color this Input provides a Roughness value.

ShaderEffect

A ShaderEffect contains a string for each, the vertex, fragment and geometry shader and a set of render states. Use this if you want to write the shader code on your own. The values of uniform variables you defined (UniformParameters) can be set using SetFxParam<T>(Int32, T) or SetFxParam<T>(String, T).

SpecularInput

Class that can be used to collect properties that will serve as uniforms for specular lighting with strength and shininess. In addition this input provides properties for albedo and normal textures.

StorageBuffer<T>

CPU side implementation for using Shader Storage Buffer Objects.

SurfaceEffect

The default Effect, that is used if no other Effect is found. Provides properties to change the Diffuse Color, Specular Color, Specular Intensity and Specular Shininess.

SurfaceEffectBase

A surface effect contains information to build a shader program. This is an abstract base class.

SurfaceEffectEventArgs

Event arguments for notifying a SurfaceEffectBase about changes in a property of a class (for example see DiffuseInput).

SurfaceEffectInput

Class that can be used to collect properties that will serve as uniforms for a effect that does no lighting calculation. In this case it only contains the albedo color.

SurfaceEffectNameDeclarations

Static class that defines names of SurfaceEffect dependent shader parameters, methods and structs.

SurfaceEffectPointCloud

SurfaceEffectBase for Rendering Point Clouds.

UniformNameDeclarations

Collection of uniform parameter names, as they should be used in the Shader Shards to make them compatible to each other. A hash code is assigned to each parameter, which is used to identify it internally.

UnlitInput

Class that can be used to collect properties that will serve as uniforms for a effect that does no lighting calculation. In addition this input provides properties for albedo and normal textures.

VaryingNameDeclarations

Name declarations for varying variables (vert out, frag in). Ensures compatibility between shader shards. Use those in vert and frag files too, if you want to mix shards and complete files.

Structs

FxParamDeclaration<T>

A data type for the list of (uniform) parameters possibly occurring in one of the shaders in the various passes. Each of this array entry consists of the parameter's name and its initial value. The concrete type of the object also indicates the parameter's type.

Interfaces

IFxParamDeclaration

A parameter declaration contains the name and type of the shader parameter, as well as a flag, that indicates in which types of shaders this parameter is used.

Enums

ShaderCategory

Used to flag which shader type a ShaderEffect property belongs to. Supports vertex, pixel and geometry shaders.

ShardCategory

Used to describe the type of shader shard. A shard is a piece of shader code, usually in form of a static string. The category is used to sort the shards in order to build the complete shader source code from them. Furthermore this it can be used to describe special behavior of a shader shard in the SurfaceEffectBase. The order is given by the values of the enumeration.

UniformChangedEnum

Enum for determining the action that needs to be taken for a uniform variable in the Fusee.Engine.Core.EffectManager.

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