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 in December 2003. 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.