Description:
This sample builds on the concepts illustrated in the Custom Model Effect sample, and it applies a normal mapping
effect to a mesh. The sample also uses a custom content processor to
demonstrate two additional concepts: adding and removing per-vertex data from a
mesh, and reading opaque data.
Sample Overview
The sample demonstrates how to use a custom effect to render
a model with a normal map, creating the appearance of a bumpy surface without
needing to render additional geometry.
A custom content pipeline processor applies the normal
mapping effect to the model during the content build process. The processor
also creates additional per-vertex data channels for the binormal and tangent
information, which the normal mapping effect uses. To ensure that the run-time
vertex declaration matches the inputs to the vertex shader, the processor
removes all vertex channels that the shader doesn't use. Finally, the processor
uses opaque data to determine which normal map to use, and then applies it to
the material.
To make rendering more efficient at runtime, a second custom
processor changes the normal map pixel format from an encoded unsigned format
to a signed format.
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