Silhouette Outline Shader Modifier via Metal in SceneKit
Shader modifiers have multiple entry points. Following this: http://wiki.unity3d.com/index.php?title=Silhouette-Outlined_Diffuse I should have two entry points, one after the Vertex shader (SCNShaderModifierEntryPointSurface
) and the frag shader (SCNShaderModifierEntryPointFragment
). Are these the correct entry points?
Also, if anyone has any tips on writing Metal shader code, that'd be greatly appreciated. Some general notes on how to translate it from the glsl shader would be amazing. Honestly, I've never had a problem reading code before, but this stuff is like Japanese to me.
ios swift scenekit metal metalanguage
add a comment |
Shader modifiers have multiple entry points. Following this: http://wiki.unity3d.com/index.php?title=Silhouette-Outlined_Diffuse I should have two entry points, one after the Vertex shader (SCNShaderModifierEntryPointSurface
) and the frag shader (SCNShaderModifierEntryPointFragment
). Are these the correct entry points?
Also, if anyone has any tips on writing Metal shader code, that'd be greatly appreciated. Some general notes on how to translate it from the glsl shader would be amazing. Honestly, I've never had a problem reading code before, but this stuff is like Japanese to me.
ios swift scenekit metal metalanguage
SceneKit shader modifiers aren't Metal shader code — you write GLSL for these, and SceneKit automatically translates that to a Metal shader for Metal-capable devices.
– rickster
Feb 4 '16 at 20:02
I don't read Unity very well, but it looks like that "shader" actually adds an extra render pass to draw the character twice (once for the outline, once for the regular appearance). A shader modifier can't add render passes; it can only modify the output of one pass. Take a look atSCNTechnique
instead.
– rickster
Feb 4 '16 at 20:20
Are you saying that the shader modifier should be exactly the same between opengl et metal? The doc (developer.apple.com/reference/scenekit/scnshadable) seems to suggest that there should be some slight changes at least
– Guig
Sep 16 '16 at 1:09
add a comment |
Shader modifiers have multiple entry points. Following this: http://wiki.unity3d.com/index.php?title=Silhouette-Outlined_Diffuse I should have two entry points, one after the Vertex shader (SCNShaderModifierEntryPointSurface
) and the frag shader (SCNShaderModifierEntryPointFragment
). Are these the correct entry points?
Also, if anyone has any tips on writing Metal shader code, that'd be greatly appreciated. Some general notes on how to translate it from the glsl shader would be amazing. Honestly, I've never had a problem reading code before, but this stuff is like Japanese to me.
ios swift scenekit metal metalanguage
Shader modifiers have multiple entry points. Following this: http://wiki.unity3d.com/index.php?title=Silhouette-Outlined_Diffuse I should have two entry points, one after the Vertex shader (SCNShaderModifierEntryPointSurface
) and the frag shader (SCNShaderModifierEntryPointFragment
). Are these the correct entry points?
Also, if anyone has any tips on writing Metal shader code, that'd be greatly appreciated. Some general notes on how to translate it from the glsl shader would be amazing. Honestly, I've never had a problem reading code before, but this stuff is like Japanese to me.
ios swift scenekit metal metalanguage
ios swift scenekit metal metalanguage
edited Nov 26 '18 at 11:07
Flimzy
40.2k1367101
40.2k1367101
asked Feb 4 '16 at 3:40
OxcugOxcug
4,79522342
4,79522342
SceneKit shader modifiers aren't Metal shader code — you write GLSL for these, and SceneKit automatically translates that to a Metal shader for Metal-capable devices.
– rickster
Feb 4 '16 at 20:02
I don't read Unity very well, but it looks like that "shader" actually adds an extra render pass to draw the character twice (once for the outline, once for the regular appearance). A shader modifier can't add render passes; it can only modify the output of one pass. Take a look atSCNTechnique
instead.
– rickster
Feb 4 '16 at 20:20
Are you saying that the shader modifier should be exactly the same between opengl et metal? The doc (developer.apple.com/reference/scenekit/scnshadable) seems to suggest that there should be some slight changes at least
– Guig
Sep 16 '16 at 1:09
add a comment |
SceneKit shader modifiers aren't Metal shader code — you write GLSL for these, and SceneKit automatically translates that to a Metal shader for Metal-capable devices.
– rickster
Feb 4 '16 at 20:02
I don't read Unity very well, but it looks like that "shader" actually adds an extra render pass to draw the character twice (once for the outline, once for the regular appearance). A shader modifier can't add render passes; it can only modify the output of one pass. Take a look atSCNTechnique
instead.
– rickster
Feb 4 '16 at 20:20
Are you saying that the shader modifier should be exactly the same between opengl et metal? The doc (developer.apple.com/reference/scenekit/scnshadable) seems to suggest that there should be some slight changes at least
– Guig
Sep 16 '16 at 1:09
SceneKit shader modifiers aren't Metal shader code — you write GLSL for these, and SceneKit automatically translates that to a Metal shader for Metal-capable devices.
– rickster
Feb 4 '16 at 20:02
SceneKit shader modifiers aren't Metal shader code — you write GLSL for these, and SceneKit automatically translates that to a Metal shader for Metal-capable devices.
– rickster
Feb 4 '16 at 20:02
I don't read Unity very well, but it looks like that "shader" actually adds an extra render pass to draw the character twice (once for the outline, once for the regular appearance). A shader modifier can't add render passes; it can only modify the output of one pass. Take a look at
SCNTechnique
instead.– rickster
Feb 4 '16 at 20:20
I don't read Unity very well, but it looks like that "shader" actually adds an extra render pass to draw the character twice (once for the outline, once for the regular appearance). A shader modifier can't add render passes; it can only modify the output of one pass. Take a look at
SCNTechnique
instead.– rickster
Feb 4 '16 at 20:20
Are you saying that the shader modifier should be exactly the same between opengl et metal? The doc (developer.apple.com/reference/scenekit/scnshadable) seems to suggest that there should be some slight changes at least
– Guig
Sep 16 '16 at 1:09
Are you saying that the shader modifier should be exactly the same between opengl et metal? The doc (developer.apple.com/reference/scenekit/scnshadable) seems to suggest that there should be some slight changes at least
– Guig
Sep 16 '16 at 1:09
add a comment |
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SceneKit shader modifiers aren't Metal shader code — you write GLSL for these, and SceneKit automatically translates that to a Metal shader for Metal-capable devices.
– rickster
Feb 4 '16 at 20:02
I don't read Unity very well, but it looks like that "shader" actually adds an extra render pass to draw the character twice (once for the outline, once for the regular appearance). A shader modifier can't add render passes; it can only modify the output of one pass. Take a look at
SCNTechnique
instead.– rickster
Feb 4 '16 at 20:20
Are you saying that the shader modifier should be exactly the same between opengl et metal? The doc (developer.apple.com/reference/scenekit/scnshadable) seems to suggest that there should be some slight changes at least
– Guig
Sep 16 '16 at 1:09