EffectCompilingTool.rar [41.5kb] – XNA GSE 1.0 Refresh Project w/ Binaries
I love the content pipeline in XNA, but for effects, like the author of the XNA Effect Generator understood and mentioned already, it’s just not practical.
I liked the XNA Effect Generator too, but I wanted to implement my own effect framework so the generated classes were not what I was looking for either. Besides I had some problems with it (localization issues, dreaded french accents…). So I made a little tool that gets the Xbox 360 and Windows byte-code out of a shader in a convenient format and presentation.
Continue reading XNA Effect Compiling Tool
Only works with XNA GSE 1.0 Refresh, not 2.0!
Update : See this post for a working sample!
Here’s something I had some difficulty doing “gracefully” with XNA : force a custom render device and user controls in the window while still using the Game framework. It’s quite easy to initialize XNA in a Managed DirectX fashion but you lose the links to the graphics device manager, the content pipeline and a lot of very useful (and well written) code behind the Game class.
Continue reading How To (Properly) Use Windows Forms With XNA
Bloom.rar [10mb] – C# 2.0 (VS.NET 2005)
After seeing a couple of people using nVidia’s Bloom shader and be dissatisfied with its looks and perfomance, and more importantly because my employer asked me to do it, I made a Bloom shader from scratch.
It is highly customizable, supports FSAA and supports Pixel Shaders 2.0 up to 3.0.
Continue reading Bloom
SoftStencils.rar [776Kb] – C# 2.0 (VS.NET 2005)
This demo demonstrates a technique that fellow forum user kTech proposed in the Beta Discussion forum to smooth otherwise hard stencil shadows. It uses screen-space blur of the shadow pass to smoothen things out.
Continue reading Soft Stencil Shadows
NonReflectiveWater.rar [7.9Mb] – C# 2.0 (VS.NET 2005)
I had a request from a MMORPG developer to make a lightweight water shader that doesn’t need a reflection rendersurface, yet looks acceptable.
It looks nowhere as shiny as the reflective water shader or even TV’s built-in water, but it runs a zillion times faster because it doesn’t do any parallaxing, nor specular bumpmapping, nor perspective projection… Its implementation is alot simpler as well.
Continue reading Non-Reflective Water
HeightBasedLandscape.rar [152Kb] – C# 2.0 (VS.NET 2005)
A über-simple landscape shader that maps a color ramp to a landscape’s height. Basically, it demonstrates that shaders on landscapes is possible, and can be a nice addition to a visual landscape editor.
Continue reading Landscape Height-Based Coloring
HLSLBluePlanet.rar [8.9Mb] – C# 2.0 (VS.NET 2005)
This demo is the remake of an old 6.2 demo I had made to test materials and lighting. I was always decieved by that lack of proper bump-mapping in 6.2… so I remade it in 6.5 with custom shaders, very high-resolution textures and normal-maps, and even the moon!
Continue reading The Blue Planet
Bullets.rar [1.3Mb] – C# 2.0 (VS.NET 2005)
This screen-space shader simulates the hot-air trail left behind by a flying bullet, with chromatic dispersion; similar to the effect that can be seen in the Slo-Mo mode of F.E.A.R. It was originally made for TV3D forum user BeDi.
Continue reading Bullet Trails
This demo is a port of AGT’s Third Person Demo that was posted on the TV3D Beta Discussion forum. The original version was VB6, I just took the same media and code structure and adapted it to C# 2.0 (Visual Studio.NET 2005).
Continue reading AGT’s Third Person Demo – C# 2.0 Port