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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Combining shaders</title><link>http://blogs.msdn.com/b/shawnhar/archive/2009/08/17/combining-shaders.aspx</link><description>"So, I have this shader that does normalmapping, and this other shader that does skinned animation. How can I use them both to render an animated normalmapped character?" 
 Welcome, my friend, to one of the fundamental unsolved problems of graphics programming</description><dc:language>en</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Combining shaders</title><link>http://blogs.msdn.com/b/shawnhar/archive/2009/08/17/combining-shaders.aspx#9991937</link><pubDate>Wed, 07 Apr 2010 19:04:23 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9991937</guid><dc:creator>Eric</dc:creator><description>&lt;p&gt;tep, instead of Deferred, you should go with the Light Pre-Pass method by Wolfgang Engel. Not only does it handle trasparency well, it's also compatible with msaa and doesn't limit the different materials you can use :) &lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=9991937" width="1" height="1"&gt;</description></item><item><title>re: Combining shaders</title><link>http://blogs.msdn.com/b/shawnhar/archive/2009/08/17/combining-shaders.aspx#9881375</link><pubDate>Sun, 23 Aug 2009 09:04:35 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9881375</guid><dc:creator>n00body</dc:creator><description>&lt;p&gt;Funny how the flexible nature of shaders encourages us to want to make them generalized, &amp;nbsp;but makes them difficult to generalize. &lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=9881375" width="1" height="1"&gt;</description></item><item><title>re: Combining shaders</title><link>http://blogs.msdn.com/b/shawnhar/archive/2009/08/17/combining-shaders.aspx#9881119</link><pubDate>Sun, 23 Aug 2009 03:33:31 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9881119</guid><dc:creator>Shawn Hargreaves - MSFT</dc:creator><description>&lt;p&gt;tep: I did some early deferred shading research in my previous job, but never tried this using the XNA Framework.&lt;/p&gt;
&lt;p&gt;I have mixed feelings about deferred rendering - it has some major advantages, but also significant disadvantages that can't really be worked around (eg. doesn't work at all for alpha blended geometry). I think it really depends on your game whether the tradeoffs are worth it.&lt;/p&gt;
&lt;p&gt;I also don't think deferred shading is that great a fit for the 360 GPU hardware (limited EDRAM, predicated tiling, etc).&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=9881119" width="1" height="1"&gt;</description></item><item><title>re: Combining shaders</title><link>http://blogs.msdn.com/b/shawnhar/archive/2009/08/17/combining-shaders.aspx#9880957</link><pubDate>Sun, 23 Aug 2009 00:51:12 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9880957</guid><dc:creator>tep</dc:creator><description>&lt;p&gt;Yeah, this is a well known shader permutation problem. People usually write uber shader, or generate all variants of the shader or people nowadays are using deferred shading/lighting approach.&lt;/p&gt;
&lt;p&gt;Shawn, I wonder if you have experimented with deferred lighting on XNA? and how well does it perform?&lt;/p&gt;
&lt;p&gt;I also wonder if you are proponent of deferred approaches (either shading/lighting)?&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=9880957" width="1" height="1"&gt;</description></item><item><title>re: Combining shaders</title><link>http://blogs.msdn.com/b/shawnhar/archive/2009/08/17/combining-shaders.aspx#9875665</link><pubDate>Wed, 19 Aug 2009 18:32:44 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9875665</guid><dc:creator>Chris Vaughan</dc:creator><description>&lt;p&gt;Helpful and clear as ever Shawn, thank you so much!&lt;/p&gt;
&lt;p&gt;Now, where can I start a petition to get this sort of info included in the XNA documentation?? ;&amp;#172;)&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=9875665" width="1" height="1"&gt;</description></item><item><title>re: Combining shaders</title><link>http://blogs.msdn.com/b/shawnhar/archive/2009/08/17/combining-shaders.aspx#9873589</link><pubDate>Tue, 18 Aug 2009 08:08:24 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9873589</guid><dc:creator>Rex Guo</dc:creator><description>&lt;p&gt;Shawn, this is a great and timely post. Seems like this is the wild west and everyone has their own scheme of doing things. Will we ever get to a stage where routines and concepts are standardised, like the STL for C++? I don't know, given how fragmented the shader languages are.&lt;/p&gt;
&lt;p&gt;And there have been many attempts at solving it using graph-based editors but none of those have yet to become a de-facto standard too.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=9873589" width="1" height="1"&gt;</description></item></channel></rss>