Questions
Q1:
When will ShaderWorks be released?
Q2: How
much will ShaderWorks cost?
Q3: What
is a shader?
Q4: What
is HLSL?
Q5: Does
Mad F/X use shaders?
Q6: What
is ShaderWorks? (for Mad F/X users)
Q7: What
is ShaderWorks?
(for 3D game / software developers and artists)
Answers
Q1: When
will ShaderWorks be released?
We plan on releasing a public beta version within
2-3 months. Look for a final release of ShaderWorks in Q1/2004.
Q2: How
much will ShaderWorks cost?
Pricing is yet to be dertermined. It will most likely
be sold for under 100$ US or possibly even free. Mad F/X users will
get a special version for free when they purchase Mad F/X
2.0.
Q3: What
is a shader?
A shader is a small program (algorithms) which mathematically
describes how an individual material is rendered to an object and
how light interacts with its overall appearance. In the past, shaders
where calculated by the CPU every time a frame (image) was rendered.
Just until a few years ago, companies like ATI and NVidia have released
programmable graphics hardware capable of running these shader programs
on their video card’s GPU at mind boggling speeds. The GPU calculates
these complex shaders much faster than your computer’s CPU which
in turn gives you incredible performance and flexibility. These graphics
cards include ATI’s RADEON 8x00 / 9x00 series and NVidia’s
GeForce 3 / 4 / FX series.
Q4:
What is HLSL?
HLSL stands for
“High Level Shader Language”. Writing Direct3D shaders
was originally done using ASM (Assembly) style code. ASM code is very
hard to write and debug which was fine since hardware was only capable
of handling small shaders at the time. Since hardware is now capable
of executing much larger and more complex shaders, Microsoft decided
to implement a high level C-like shader language which would make
shader development much easier to write. Here is an example of what
each code style looks like...
Simple math
Result = 2 + (3 / 4)
Written using ASM shader code
def c0, 2, 3, 4, 0
rcp r0 c0.z
mad r0, r0, c0.y, c0.x
Written using HLSL shader code
float Result = 2 + (3 / 4);
Notice how clear and easy to read HLSL code is compared
to ASM code and how similar it is to writing out the actual math equation.
Q5:
Does Mad F/X use shaders?
Currently Mad
F/X 1.x supports the internal use of ASM hardware shaders. The software
dynamically creates these shaders and allows the user to modify material
attributes within its material editor. The editor removes the complicated
nature of shaders from the user and exposes only the important parameters
of the material and does not allow users to actually create their
own material shaders.
Q6:
What is ShaderWorks? (for Mad F/X
users)
ShaderWorks allows users of our upcoming Mad F/X 2.0
software to quickly and easily develop their own complex real-time
shader materials. We have designed ShaderWorks to be so easy to use,
even non-programmers can develop their own shaders. These HLSL materials
are scalable and can be created to take full advantage of any upcoming
hardware capabilities. Shader materials like Fur, Toon, procedural
Wood and Stone, Glass, and anything imaginable will be able to be
used directly within Mad F/X 2.0.
Q7:
What is ShaderWorks? (for 3D game
/ software developers and artists)
ShaderWorks is an exciting new breed of hardware HLSL
shader development tools for DirectX 9.0 which is comparable to ATI’s
RenderMonkey, but with a Visual C++ 7.0 style visual (graph-based)
interface for loading and linking re-usable HLSL shader blocks (inputs,
outputs, textures, functions and constants). ShaderWorks is incredibly
easy to use, yet just as powerful as any other shader authoring tool
available. ShaderWorks takes the painstaking work out of having to
manually write out your own complex shaders by dynamically creating
the HLSL code while you effortlessly load and link together shader
blocks.It doesn't get any easier than this! Despite it's stunning
ease of use, ShaderWorks also exposes all HLSL code to the end user
so that you can edit your own HLSL functions into your shader. ShaderWorks
also supports many HDR (high dynamic range) and real-time post processing
cinematic effects and will also come with an integration kit to quickly
get you up and running and using ShaderWorks materials in your next
title. Effect files (.FX) can also be exported to be used directly
within your engine.