Shader model 2.02/28/2023 ![]() ![]() When you take a shader assembly program and compile it, if it can be fit into a lower-spec shader model, then it will be. Shader Model 2.0 added larger instruction counts and limited support for instructions that could. So why make things more complicated and/or expensive than they need to be? If SM2 fits what you need, then use SM2. Shader Model 2.0 was introduced in DirectX in Direct3D 9.0. If you need a rusty pipe surface shader, you likely don't need 65,500 instructions and 16 texture lookups to make it work - it will be fine in SM2. Just like, the reality being you don't need SM3 or SM4 to do a whole slew of shaders. The reality is, you don't need steel for a generic house. So why do people make modern houses out of wood and brick? Steel is FAR stronger, doesn't get eaten by termites, and won't rust (if you get stainless). Steel is modern, much more so than crappy old wood and brick. The outgoing Shader Model 5.0, which is featured on DirectX 11 and DirectX 12, relies on FXC, an offline shader compiler, to both compile and optimize HLSL shader code, supporting HLSL v1.4 to v5.1 code. 2.1 Pixel shader comparison 2.2 Vertex shader comparison 3 See also 4 Footnotes 5 External links. You know about steel, right? I'm talking about steel metal - cold, strong, heavy. Shader Model 6.0 provides a more optimized pathway for shader code to make its way to the metal (GPU, hardware). 1 DirectX version comparison 2 Shader model comparison. ![]() Let's change the subject for just a moment: ![]() Click to expand.I don't think you understand. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |