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Class Shader

A shader is a graphical

Inheritance
Object
Material
Shader
Inherited Members
Material.materialElement
Material.MaterialElement
Material.MaterialSize
Material.VolumeSize
Material.Destroy()
Object.Equals(Object)
Object.Equals(Object, Object)
Object.GetHashCode()
Object.GetType()
Object.MemberwiseClone()
Object.ReferenceEquals(Object, Object)
Object.ToString()
Namespace: Slipe.Client.Dx
Assembly: SlipeClient.dll
Syntax
public class Shader : Material

Constructors

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Shader(String, Single, Single, Boolean, ShaderElementType)

Create a shader from file or raw data

Declaration
public Shader(string filePathOrRaw, float priority = 0F, float maxDistance = 0F, bool layered = false, ShaderElementType shaderElementType = ShaderElementType.All)
Parameters
Type Name Description
String filePathOrRaw
Single priority
Single maxDistance
Boolean layered
ShaderElementType shaderElementType

Properties

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TechniqueName

The name of the technique that will be used.

Declaration
public string TechniqueName { get; }
Property Value
Type Description
String

Methods

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Apply(String, Element, Boolean)

Applies shader to a specific element

Declaration
public bool Apply(string textureName, Element targetElement, bool appendLayers = false)
Parameters
Type Name Description
String textureName
Element targetElement
Boolean appendLayers
Returns
Type Description
Boolean
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Apply(String, Boolean)

Applies shader to all elements

Declaration
public bool Apply(string textureName, bool appendLayers = false)
Parameters
Type Name Description
String textureName
Boolean appendLayers
Returns
Type Description
Boolean
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Remove(String)

Removes shader from all elements

Declaration
public bool Remove(string textureName)
Parameters
Type Name Description
String textureName
Returns
Type Description
Boolean
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Remove(String, Element)

Removes shader from a specific element

Declaration
public bool Remove(string textureName, Element targetElement)
Parameters
Type Name Description
String textureName
Element targetElement
Returns
Type Description
Boolean
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SetTessellation(Vector2)

Using tessellation allows a shader to manipulate the shape of the rendered image at each sub-division boundary.

Declaration
public bool SetTessellation(Vector2 tesselation)
Parameters
Type Name Description
Vector2 tesselation
Returns
Type Description
Boolean
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SetTransform(Vector3)

Set a 3D transformation without center offset

Declaration
public bool SetTransform(Vector3 rotation)
Parameters
Type Name Description
Vector3 rotation
Returns
Type Description
Boolean
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SetTransform(Vector3, Vector3, Boolean)

Set a 3D transformation without screen transform

Declaration
public bool SetTransform(Vector3 rotation, Vector3 rotationCenterOffset, bool rotationCenterOffsetOriginIsScreen = false)
Parameters
Type Name Description
Vector3 rotation
Vector3 rotationCenterOffset
Boolean rotationCenterOffsetOriginIsScreen
Returns
Type Description
Boolean
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SetTransform(Vector3, Vector3, Vector2, Boolean, Boolean)

This function applies a 3D transformation to a shader element when it is drawn with dxDrawImage.

Declaration
public bool SetTransform(Vector3 rotation, Vector3 rotationCenterOffset, Vector2 perspectiveCenterOffset, bool rotationCenterOffsetOriginIsScreen = false, bool perspectiveCenterOffsetOriginIsScren = false)
Parameters
Type Name Description
Vector3 rotation
Vector3 rotationCenterOffset
Vector2 perspectiveCenterOffset
Boolean rotationCenterOffsetOriginIsScreen
Boolean perspectiveCenterOffsetOriginIsScren
Returns
Type Description
Boolean
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SetValue(String, Object)

Set a named parameter

Declaration
public bool SetValue(string parameterName, dynamic value)
Parameters
Type Name Description
String parameterName
Object value
Returns
Type Description
Boolean
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SetValue(String, Object[])

Set a named parameter to compound values

Declaration
public bool SetValue(string parameterName, params dynamic[] values)
Parameters
Type Name Description
String parameterName
Object[] values
Returns
Type Description
Boolean
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