Monogame und CustomShaders



  • hi,

    hoffe das der richtige Forumteil...

    Ich würd gern eigene Shader verwenden...
    Allerdings bleibt es schwarz wo die Textur zu sein sollte.

    texture = Content.Load<Texture2D>("test");
     effect = Content.Load<Effect>("plain.mgfxo");
    
    spriteBatch.Begin(SpriteSortMode.Immediate,BlendState.AlphaBlend,SamplerState.LinearClamp, DepthStencilState.Default
    ,RasterizerState.CullNone, effect);
    
    spriteBatch.Draw(texture, new Rectangle(0, 0, 543, 414), Color.White);
    spriteBatch.End();
    

    Die plain.fx Datei :

    //------------------------------ TEXTURE PROPERTIES ----------------------------
    // This is the texture that SpriteBatch will try to set before drawing
    texture ScreenTexture;
    
    // Our sampler for the texture, which is just going to be pretty simple
    sampler TextureSampler = sampler_state
    {
        Texture = <ScreenTexture>;
    };
    
    //------------------------ PIXEL SHADER ----------------------------------------
    // This pixel shader will simply look up the color of the texture at the
    // requested point
    float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0
    {
        float4 color = tex2D(TextureSampler, TextureCoordinate);
    float value = (color.r + color.g + color.b) / 3; 
        color.r = value;
        color.g = value;
        color.b = value; 
        return color;
    }
    
    //-------------------------- TECHNIQUES ----------------------------------------
    // This technique is pretty simple - only one pass, and only a pixel shader
    technique Plain
    {
        pass Pass1
        {
    
          PixelShader = compile ps_5_0 PixelShaderFunction();
    
        }
    }
    

    Disassembly aus RenderDoc:

    Shader hash 23ac371b-3a41a70e-bd3c8758-13c026a5
    
    ps_5_0
          dcl_globalFlags refactoringAllowed
          dcl_sampler s0, mode_default
          dcl_resource_texture2d (float,float,float,float) t0
          dcl_input_ps linear v0.xy
          dcl_output o0.xyzw
          dcl_temps 1
       0: sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v0.xyxx, texture0.xyzw, sampler0
       1: add r0.x, r0.y, r0.x
       2: add r0.x, r0.z, r0.x
       3: mov o0.w, r0.w
       4: mul o0.xyz, r0.xxxx, l(0.333333, 0.333333, 0.333333, 0.000000)
       5: ret
    

    Convertiert hab ichs mit : 2MGFX.exe plain.fx plain.mgfxo /DX11

    Bin da noch recht neu, erst gestern mit monogame angefangen^^ vllt hat da jemand ne idee?



  • Nutze : Visual Studio 2013,C#,Windows 7,Monogame/Xna,Directx


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