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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Shaders

Creating a custom shader in CryENGINE is relatively easy, and can be done simply by copying an existing shader (.cfx) and its extension file (.ext). For the sake of this example, copy Illum.ext from Engine/Shaders and name it MyShader.ext. Then copy Engine/Shaders/HWScripts/CryFX/Illum.cfx and rename it to MyShader.cfx.

Note that creating custom shaders should be thought out properly; if it is possible to simply use an existing shader, that would be the best option. This is due to the fact that CryENGINE is already reaching the viable limit of the number of shader permutations.

Note

As stated earlier in the chapter, custom shader authoring was not enabled in the CryENGINE Free SDK at the time this book was written.

The shader description

Each shader needs to define a description, which sets its options. Options are set in the global Script variable, as shown in the following code:

float Script : STANDARDSGLOBAL
<
  string Script =        
           "Public;"
           ...
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