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Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks

35 Articles, Edited by Wolfgang Engel.

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Introduction to Shader Programming

Introduction to Vertex and Pixel Shader Programming

Wolfgang F. Engel
ShaderX

Basic Shader Development with Shader Studio

John Schwab
ShaderX




Vertex Shader Tricks

Vertex Decompression using Vertex Shaders

Dean Calver
ShaderX

Shadow Volume Extrusion using a Vertex Shader

Chris Brennan
ShaderX

Character Animation with Direct3D Vertex Shaders

David Gosselin
ShaderX

Lighting A Single-Surface Object

Greg James
ShaderX

Optimizing Software Vertex Shaders

Kim Pallister
ShaderX

Compendium of Vertex Shader Tricks

Scott Le Grand
ShaderX

Perlin Noise and Returning Results from Shader Programs

Steven Riddle and Oliver C. Zecha
ShaderX




Pixel Shader Tricks

Blending Textures For Terrain

Alex Vlachos
ShaderX

Image Processing with Pixel Shaders in Direct3D

Jason L. Mitchell
ShaderX

Hello World - Font Smoothing with Pixel Shaders

Steffen Bendel
ShaderX

Disc or Sphere - Emulate Geometry with Shaders - Impostors

Steffen Bendel
ShaderX

Smooth Lighting with ps.1.4

Steffen Bendel
ShaderX

Per Pixel Fresnel Term

Chris Brennan
ShaderX

Diffuse Cube Mapping

Chris Brennan
ShaderX

Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance

Chris Brennan
ShaderX

UV Flipping Technique to Avoid Repetition

Alex Vlachos
ShaderX

Photo Realistic Faces with Vertex and Pixel Shaders

Kenneth L. Hurley
ShaderX

Non-Photorealistic Rendering with Pixel and Vertex Shaders

Drew Card and Jason L. Mitchell
ShaderX

Animated Grass with Pixel and Vertex Shaders

John Isidoro and Drew Card
ShaderX

Texture Perturbation Effects

John Isidoro and Guennadi Riguer
ShaderX

Rendering Ocean Water

John Isidoro, Alex Vlachos, Chris Brennan
ShaderX

Rippling Refractive and Reflective Water

Alex Vlachos, John Isidoro and Chris Oat
ShaderX

Crystal/Candy Shader

John Isidoro and David Gosselin
ShaderX

Bubble Shader

John Isidoro and David Gosselin
ShaderX

Per-pixel Strand Based Anisotropic Lighting

John Isidoro and Chris Brennan
ShaderX

A Non-Integer Power Function on the Pixel Shader

Philippe Beaudoin and Juan Guardado
ShaderX

Bump Mapped BRDF Rendering

Ádám Moravánszky
ShaderX

Real-Time Simulation and Rendering of Particle Flows

Daniel Weiskopf and Matthias Hopf
ShaderX




Using 3D Textures with Shaders

3D Textures and Pixel Shaders

Evan Hart
ShaderX

Truly Volumetric Effects

Martin Kraus
ShaderX




Engine Design with Shaders

First Thoughts on Designing a Shader-Driven Game Engine

Steffen Bendel
ShaderX

Visualization with the Krass© Game-Engine

Ingo Frick
ShaderX

Designing a Vertex Shader-Driven 3D Engine for the Quake III level and Shader Format

Bart Sekura
ShaderX

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