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  • Book Overview & Buying HLSL Development Cookbook
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HLSL Development Cookbook

HLSL Development Cookbook

By : Doron Feinstein
3.8 (14)
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HLSL Development Cookbook

HLSL Development Cookbook

3.8 (14)
By: Doron Feinstein

Overview of this book

3D graphics are becoming increasingly more realistic and sophisticated as the power of modern hardware improves. The High Level Shader Language (HLSL) allows you to harness the power of shaders within DirectX 11, so that you can push the boundaries of 3D rendering like never before.HLSL Development Cookbook will provide you with a series of essential recipes to help you make the most out of different rendering techniques used within games and simulations using the DirectX 11 API.This book is specifically designed to help build your understanding via practical example. This essential Cookbook has coverage ranging from industry-standard lighting techniques to more specialist post-processing implementations such as bloom and tone mapping. Explained in a clear yet concise manner, each recipe is also accompanied by superb examples with full documentation so that you can harness the power of HLSL for your own individual requirements.
Table of Contents (13 chapters)
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Point light


Compared to the directional light, point lights may only cover parts of the screen. In addition, it may be partially or fully occluded by the scene as viewed when generating the GBuffer. Fortunately, all we need to represent the light source volume is to render the front of a sphere located at the point light's center position and scale to its range.

Representing the light source as its volume makes sense when you think about the portion of the scene encapsulated by this volume. In the point lights case, the portion of the scene that gets lit is going to be inside this sphere volume. Rendering the volume will trigger the pixel shader for all pixels that are inside the volume, but could also trigger the pixel shader for pixels that are in front or behind the volume. Those pixels that are outside the volume will either get culled by the depth test or get fully attenuated so they won't affect the final image.

In the DirectX9 days you would normally use a pre-loaded mesh to represent...

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HLSL Development Cookbook
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