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ShaderX
ATI Engineers contributed a number of chapters and sample code to the book ShaderX: Vertex and Pixel Shader Programming Tips and Tricks, edited by Wolfgang Engel. Now, all of these chapters are provided online for your reference.
3D Textures and Pixel Shaders
Animated Grass with Pixel and Vertex Shaders
Blending Textures for Terrain
Bubble Shader
Character Animation with Direct3D Vertex Shaders
Crystal/Candy Shader
Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance
Diffuse Cube Mapping
Image Processing with 1.4 Pixel Shaders in Direct3D
Non-Photorealistic Rendering with Pixel and Vertex Shaders
Rendering Ocean Water
Per-Pixel Strand Based Anisotropic Lighting
Per Pixel Fresnel Term
Rippling Reflective and Refractive Water
Shadow Volume Extrusion Using a Vertex Shader
Texture Perturbation Effects
ShaderX2
ATI has contributed a number of chapters and sample code to the books ShaderX2: Introductions and Tutorials with DirectX 9.0 and ShaderX2: Shader Programming Tips and Tricks With Directx 9.0, edited by Wolfgang Engel.
Introduction to the DirectX?9 High Level Shading Language
Simulation of Iridescence and Translucency on Thin Surfaces
Motion Blur Using Geometry and Shading Distortion
Advanced Image Processing with DirectX?9 Pixel Shaders
Layered Car Paint Shader
Real-Time Depth of Field Simulation
Shader Development Using RenderMonkey?
ShaderX3
ATI has contributed a number of chapters and sample code to the book ShaderX3: Advanced Rendering With DirectX And OpenGL from Charles River Media. A sample chapter from the book is available below.
Drawing a Crowd.
http://www.azure.com.cn/article.asp?id=307 |
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