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RenderShader

The material Material is used to describe the appearance of the rendered object surface and control how the engine renders it. A material must specify a Shader internally, a Shader can add one or more RenderShaderpasses, and they are closely linked. Many properties of the material are stored on the shader.

  • Materials and shaders have a many-to-one relationship, and a material has a reference to an instance of the shader. Multiple different materials can reuse the same shader.
  • In addition to containing a shader, a material also has other content, such as a texture list and rendering priority.

When creating a material, the shader instance must be specified. The following content will describe how to create a shader instance.

Register Shader

Each shader must be registered through ShaderLib , and the shader must have a unique key as its name.

ts
import {ShaderLib} from '@orillusion/core'
let MyShader = ` 
    fn vert(inputData:VertexAttributes) -> VertexOutput {
       //...
       return ORI_VertexOut ;
    }

    fn frag(){
        //...
    }
    `;
// Register the shader
ShaderLib.register('myShader', MyShader)

Create Shader Instance

We can inherit from Material to create a new shader instance. After registering the corresponding shader code through ShaderLib , we can use setShader(vs:string, fs:string) to complete the creation of the shader.

ts
let vsShader = `.... ` //wgsl vs code
let fsShader = `.... ` //wgsl fs code

class myShader extends Material{
    constructor() {
        super();
        // Register shaders
        ShaderLib.register("vsShader", vsShader);
        ShaderLib.register("fsShader", fsShader);
        
        // Create RenderShaderPass instance
        let renderShader = new RenderShaderPass('vsShader','fsShader');

        // set ShaderPass entry
        renderShader.setShaderEntry(`VertMain`, `FragMain`);

        // create Shader instance
        let shader = new Shader();

        // create RenderShaderPass instance
        shader.addRenderPass(renderShader);

        // add Shader to this instance
        this.shader = shader;
    }
}

Set Shader Entry Function

After creating the shader instance, you need to set the entry function names for the vertex and fragment shaders.

ts
//  Set shader code entry function name
renderShader.setShaderEntry(`VertMain`, `FragMain`)

Set Shader Define Macro

Using macro definitions can optimize your shader code and allow the program to efficiently execute different branch paths based on the set variables.

ts
// Use code related to tangent
shader.setDefine("USE_TANGENT", true);

More macro definition related content will be introduced in Shader Variants

Released under the MIT License