Notes about DX11 materials
- Last UpdatedDec 06, 2023
- 1 minute read
This page is about the DX11 material format.
Parameters
The following parameters are recognized by the DX11 Material.
-
fadeValue
-
castShadows
-
receiveShadows
All the other parameters are considered user material parameters.
State parameter
This is an example for the state parameter.
<Material type="DX11" version="1">
........
<pass name="csm" render="false">
........
<state name="cullMode" value="standard"/>
</pass>
</Material>
Code example
This is an example of the XML format for D11 material.
<Material type="DX11" version="1.1">
<fadeValue value="1"/>
<castShadows csm="true" shadowMaps="true"/>
<receiveShadows value="false"/>
<pass name="standard" shader="EngineLib|Vc|Opaque">
<state name="cullMode" value="standard"/>
<param type="unknown" name="nDiffuseMap" value="img.tga"/>
</pass>
</Material>
Code example
This is an example of adding fixed lights. The case-sensitive name must perfectly match the full light name.
<material>
<Material type="DX11" version="1">
........
</Material>
<material>
<shaderLights>
<light name="scene|Omni01"/>
</shaderLights>
Disabling passes
Passes are always enabled by default, Use the following example to permanently disable them.
<material>
<Material type="DX11" version="1">
........
<pass name="csm" render="false">
</Material>
<material>