David Catuhe f0b0ed02ac Introducing shaders library 9 years ago
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dist f0b0ed02ac Introducing shaders library 9 years ago
shaders f0b0ed02ac Introducing shaders library 9 years ago
test f0b0ed02ac Introducing shaders library 9 years ago
config.json f0b0ed02ac Introducing shaders library 9 years ago
gulp-srcToVariable.js f0b0ed02ac Introducing shaders library 9 years ago
gulpfile.js f0b0ed02ac Introducing shaders library 9 years ago
package.json f0b0ed02ac Introducing shaders library 9 years ago
readme.md f0b0ed02ac Introducing shaders library 9 years ago

readme.md

# Shaders library

Using a shader form the library

You can find multiple shaders that just works with Babylon.js in dist folder. To use then, you only need to reference the associated .js file and use the new provided material:

var simple = new BABYLON.SimpleMaterial("simple", scene);
sphere.material = simple;

Adding a new shader to the library

To add a new shader, you have to create your own folder in shaders folder. Then you need to add a .ts file an two .fx files:

  • The .ts is the TypeScript code of your shader
  • .fx files: GLSL code for vertex and fragment shaders

The best way to start a new material is to copy/past the simple material. This material provides all the features required by a Babylon.js material:

  • Bones support
  • Instances support
  • Support for up to 4 lights
  • Cache support
  • Shadows support
  • Fog support
  • Point rendering support
  • Clip plane support

But you can also start from scratch as you are not forced to support all these features.

Integrating the shader in the build process

To integrate your new material to the build process, you have to edit the config.sjon file and add an entry in the "materials" section of the file:

{
  "materials": [
    {
      "file": "shaders/simple/babylon.simpleMaterial.ts",
      "shaderFiles": [
        "shaders/simple/simple.vertex.fx",
        "shaders/simple/simple.fragment.fx"
      ],
      "output": "babylon.simpleMaterial.js"
    }
  ],
  "build": {
    "distOutputDirectory": "dist/"
  }
}

Testing your shader

To test your shader, you can use the /test/index.html file by adding a reference to your .js file. Then you will need to update the code to create an instance of your material and reference it in the UI system:

gui.add(options, 'shader', ['standard', 'simple']).onFinishChange(function () {
					switch (options.shader) {
						case "simple":
							currentMaterial = simple;
							break;
						default:
							currentMaterial = std;
							break;
					}

					currentMesh.material = currentMaterial;
				});

This page allows you to test your code with animated meshes, shadows, various kinds of lights and fog. Just use the UI on the right to turn features on and off.