Adam Pletcher Volition, Inc. / THQ Shader Pipeline – Volition, Inc.

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Presentation transcript:

Adam Pletcher Volition, Inc. / THQ Shader Pipeline – Volition, Inc.

Awesome effectsAwesome effects Artist-drivenArtist-driven Familiar interface, ease of useFamiliar interface, ease of use Easy to manage, updateEasy to manage, update Initial Goals

Shader Pipeline – Volition, Inc. Volition’s shaders created by Tech ArtistsVolition’s shaders created by Tech Artists Initial authoring tool: RT/Shader Ginza Other examples: FX Composer, RenderMonkey, and 3ds MaxInitial authoring tool: RT/Shader Ginza Other examples: FX Composer, RenderMonkey, and 3ds Max 5% hand-coded, 95% visual5% hand-coded, 95% visual Output result is.FX file, HLSL languageOutput result is.FX file, HLSL language Step 1: Shader Creation

Shader Pipeline – Volition, Inc. Automatic processAutomatic process Divides.FX into lighting passes for gameDivides.FX into lighting passes for game Register compactingRegister compacting Fixes various “quirks”Fixes various “quirks” Output is one new.FX file per target platform, plus one for 3ds MaxOutput is one new.FX file per target platform, plus one for 3ds Max Step 2:.FX Parsing/Compiling

Shader Pipeline – Volition, Inc. MaxScript Material – extends DX9 Shader material. This allows:MaxScript Material – extends DX9 Shader material. This allows: - Tailored interface - Error checking, validation - Extended features - Updating Artists use Material Editor like usualArtists use Material Editor like usual Viewport is exactly like gameViewport is exactly like game Step 3: Content Creation – 3ds Max

Shader Pipeline – Volition, Inc. One-click for artistsOne-click for artists Export process integrates shader parameters into game-side shadersExport process integrates shader parameters into game-side shaders Output is some pretty stuffOutput is some pretty stuff Step 4: Export to Game Examples in 3ds Max