Shader Pipeline with XSI and XNA
Gain a complete overview of shader pipelines and learn a time-saving workflow to building and integrating real-time shaders using XSI and XNA. Software required: XSI Mod tool or commercial version of XSI, XNA add-on for XSI, XNA Game Studio 2.0.
What you'll learn
Gain a complete overview of shader pipelines and learn a time-saving workflow to building and integrating real-time shaders using XSI and XNA. Contains over 5 hours of project-based training for technical artists learning the methods of real-time shading for use in games and pre-visualization. Popular highlights include: Working with Real-time Shaders; Setting up Models and Skinned Models; Using XSI FX Shader Presets; Using SAS Bindings; Writing Vertex and Pixel Shaders; Constant and Texture Shading; Lambertian Diffuse Shading Model; Blinn-Phong Shading Model; Using Normal Maps; Render to Texture; Drawing with Sprite Batch; Using Pixel Shaders for Post Effects; Problem-solving Approaches; Shader Analysis; Working with Textures and Clusters; Publishing XNA Models from XSI; Consolidation Techniques; Creating Animation Clips; Fine-tuning looping animation; Gaussian Blur; Shadow Projection; Programming and Choosing Techniques; Edit/Delete Message. Software required: XSI Mod tool or commercial version of XSI, XNA Addon for XSI, XNA Game Studio 2.0.
Table of contents
- Project Setup for Xsi 8m
- Building and Exporting Static Meshes 10m
- Loading Static Meshes into XNA (Part 1) 6m
- Loading Static Meshes into XNA (Part 2) 7m
- Building World; View and Projection Matrices 9m
- Fx Shader Assignment 6m
- Multiple Texture Setup 8m
- Exporting Animated Characters 11m
- Loading and Drawing the Exported Character 8m
- Applying Animation Data to Our Character 10m
- Using Xsi Sas Containers 8m
- Solving the Looping Issue 5m
- Fine-tuning Shader Parameters 6m
- Calculating the Camera Position 6m
- Starting Our Custom Fx Pipeline 6m
- Creating a Basic Constant Shader 8m
- Exposing Ppg Parameters with Sas Bindings 6m
- Testing the Custom_demo 8m
- Implementing Textures and Structs 10m
- Supporting Animation in Our Custom Shader 9m
- Testing the Animation Playback 9m
- Storing Animation Clips 4m
- Diffuse Calculation (Part 1) - Normal Direction 7m
- Diffuse Calculation (Part 2) - Light Direction 9m
- Calculating Specular Highlights 8m
- Exponents and Sliders 6m
- Composing the Tangent-binormal-normal Matrix 6m
- Using Normal Maps to Calculate Diffuse 8m
- Completing the Bump Shader 9m
- Testing Our Shader in XNA (Part 1) 6m
- Testing Our Shader in XNA (Part 2) 7m
- Loading and Drawing Easily (Part 1) 6m
- Loading and Drawing Easily (Part 2) 5m
- Exporting the Weapon 7m
- Creating the Shadowmap Technique 7m
- Drawing and Saving the Shadowmap 9m
- Drawing the Shadow Pass 3m
- Adding a Room and Casting Shadows on It 4m
- Softening the Shadows 6m
- Storing the Shadow Pass 6m
- Compositing Color and Shadow 8m
- Testing the Shadows 5m
- Adding a Glow Pass 7m
- Implementing Blur on Our Glow Pass 7m