1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 7<link href="../../../common/manual.css" rel="stylesheet" type="text/css" /> 8<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 9<title>ShaderCreation</title> 10<!-- InstanceEndEditable --> 11</head> 12<body> 13<div> 14 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 15 <h1>Shader Creation Panel</h1> 16 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 17 <p>The Shader Creation panel is used to create shaders from user shader data and register them with the Contents Manager.</p> 18 <p>This panel can be opened by selecting <B>Create > Expert > Shaders</B> on the CreativeStudio menu.</p> 19 <p class="warning">This panel provides features intended for programmer's who create their own custom shaders. <br /> For details on the <B>Shader Creation</B> panel, see the document "User Shaders" found in the nw::gfx namespace in the <em>NintendoWare for CTR Function Reference Manual</em>. The NintendoWare for CTR Function Reference Manual can be found in: <br /> " %NW4C_ROOT%/documents/API/index.html "</p> 20 <h2>Shader Creation Panel Settings and Features</h2> 21 <p>This page describes Shader Creation panel settings and features.</p> 22 <img class="manual_image" src="assets/shader_creation.png" alt="Shader Creation Panel"/> 23 <ol class="manual_image"> 24 <li> 25 <p><a href="#shader_file">Shader file</a></p> 26 <p class="manual_image">You can create a shader under any name. <br /> Set the file type and file path to the shader file.</p> 27 </li> 28 <li> 29 <p><a href="#shader_kaind">Shader types</a></p> 30 <p class="manual_image">Allows you to assign and delete the shader types to be added to Shader types.</p> 31 </li> 32 <li> 33 <p><a href="#shader_pro">Shader program description</a></p> 34 <p class="manual_image">Creates a shader program for which a parameter shader index, vertex attribute symbol and/or shader symbol has been configured. <br /> Shader programs can also be deleted.</p> 35 </li> 36 <li> 37 <p><a href="#shader_index">Shader index</a></p> 38 <p class="manual_image">Indicates the shader number used in the shader file.</p> 39 </li> 40 <li> 41 <p><a href="#Vertex_symbol">Vertex attribute symbols</a></p> 42 <p class="manual_image">Allows you to assign or delete vertex attribute symbols.</p> 43 </li> 44 <li> 45 <p><a href="#Vertex_symbol">Shader symbols</a></p> 46 <p class="manual_image">Allows you to set the type and name of a shader symbol and assign or delete them.</p> 47 </li> 48 <li> 49 <p>Apply and close</p> 50 <p class="manual_image">Registers the shader in the Contents Manager and closes the Shader Creation panel.</p> 51 </li> 52 <li> 53 <p>Apply</p> 54 <p class="manual_image">Registers the shader in the Contents Manager, but the Shader Creation panel remains open.</p> 55 </li> 56 <li> 57 <p>Close</p> 58 <p class="manual_image">Closes the Shader Creation panel without creating a shader.</p> 59 </li> 60 </ol> 61 <a name="shader_file" id="shader_file"></a> 62 <h3>Shader file</h3> 63 <p>This section describes settings made under <B>Shader file</B>.</p> 64 <h4>File Path</h4> 65 <p>Enter the file path of the shader file.</p> 66 <p class="hint">The file path can also be selected from the <B>Open</B> dialog.</p> 67 <h4><B>File Types</B></h4> 68 <p>Select a shader file from binary files or intermediate files.</p> 69 <p class="warning">Only binary files are currently supported.</p> 70 <h4>Shader name</h4> 71 <p>Enter the name of the shader.<br /> The name "Shader" will be used if nothing is entered. </p> 72 <a name="shader_kaind" id="shader_kaind"></a> 73 <h3>Shader types</h3> 74 <p>This section describes settings made under <B>Shader types</B>.</p> 75 <h4>Shader Types</h4> 76 <p>Selects the shader type to be assigned under <B>Shader types</B>.</p> 77 <h4>Assign</h4> 78 <p>Assigns the specified shader type as a type of shader. <br /> The assigned shader type is added at the end of the list.</p> 79 <h4>Delete</h4> 80 <p>Deletes one shader type. <br /> Deletions are made beginning from the bottom of the list. </p> 81 <a name="shader_pro" id="shader_pro"></a> 82 <h3>Shader Programs</h3> 83 <p>This section describes creating and deleting shader programs.</p> 84 <h4>Create</h4> 85 <p>Adds a shader program for which <B>Shader index, Vertex attribute symbols</B> and/or <B>Shader symbols</B> has been configured. <br /> Additions are made to the bottom of the list. </p> 86 <h4>Delete</h4> 87 <p>Deletes one shader program. <br /> Deletions are made beginning from the bottom of the list. </p> 88 <a name="shader_index" id="shader_index"></a> 89 <h3>Shader index</h3> 90 <p>A shader index is the shader number used in a shader file.</p> 91 <h4>Vertex shader index</h4> 92 <p>Specifies the shader index for a vertex shader.</p> 93 <h4>Geometry shader index</h4> 94 <p>Specifies the shader index for a geometry shader.</p> 95 <p class="hint">Specify -1 if a geometry shader is not used.</p> 96 <h4>Maximum number of bones</h4> 97 <p>Sets the maximum number of bones.</p> 98 <h4>Maximum number of vertex lights</h4> 99 <p>Sets the maximum number of vertex lights.</p> 100 <h4>User register start offset</h4> 101 <p>Sets the start offset of the user regsister.</p> 102 <h4>Rigid skinning</h4> 103 <p>Sets rigid skinning.</p> 104 <h4>Smooth skinning</h4> 105 <p>Sets smooth skinning.</p> 106 <h4>Hemispherical lighting</h4> 107 <p>Sets a hemispherical light.</p> 108 <h4>Vertex morphing</h4> 109 <p>Sets vertex morphing.</p> 110 <a name="Vertex_symbol" id="Vertex_symbol"></a> 111 <h3>Vertex attribute symbols</h3> 112 <h4>Name</h4> 113 <p>Specifies the vertex attribute name. The name "VertexAttributeSymbol_*" will be used if nothing is entered. </p> 114 <h4>Vertex attributes</h4> 115 <p>Sets vertex attributes by selecting from a pull-down menu. </p> 116 <h4>Assign</h4> 117 <p>Assigns the specified vertex attribute symbol to a parameter. <br /> The assigned vertex attribute symbol is added at the end of the list. </p> 118 <h4>Delete</h4> 119 <p>Deletes one vertex attribute symbol. <br /> Deletions are made beginning from the bottom of the list. </p> 120 <a name="shader_symbol" id="shader_symbol"></a> 121 <h3>Shader symbols</h3> 122 <p>This section describes settings made under <B>Shader symbols</B>.</p> 123 <h4>Type</h4> 124 <p>Allows you to set the type and name of the symbol to be added. </p> 125 <h4>Name</h4> 126 <p>Specifies the name of the shader symbol. <br /> The name "ShaderSymbol_*" will be used if nothing is entered.</p> 127 <h4>Enable</h4> 128 <p>Allows you to enable mapping with shader parameters.</p> 129 <h4>Default Value</h4> 130 <p>Sets the default value applied to shader symbols. <br /> Items to be entered vary depending on the selection made for <B>Type</B>. </p> 131 <h4>Assign</h4> 132 <p>Assigns the specified shader symbol under parameters. <br /> The assigned shader symbol is added at the end of the list. </p> 133 <h4>Delete</h4> 134 <p>Deletes one shader symbol. <br /> Deletions are made beginning from the bottom of the list.</p> 135 <!-- InstanceEndEditable --> </div> 136 <div class="footer" /> 137</div> 138<hr><p>CONFIDENTIAL</p></body> 139<!-- InstanceEnd --></html> 140