在Helix Toolkit中,可以通過(guò)自定義著色器和材質(zhì)來(lái)實(shí)現(xiàn)高度個(gè)性化的渲染效果。以下是一些基本步驟:
public class CustomMaterial : Material
{
public CustomMaterial()
{
Effect = new ShaderEffect();
Effect.Techniques.Add(new EffectTechnique() { Name = "CustomTechnique", ShaderCode = @"
// HLSL shader code here
" });
}
}
public class CustomMaterialCore : MaterialCore
{
public CustomMaterialCore()
{
this.DiffuseColor = Colors.Red;
this.EmissiveColor = Colors.Black;
this.SpecularColor = Colors.White;
this.SpecularShininess = 10;
this.AmbientColor = Colors.Gray;
this.HasTransparency = false;
this.RenderShadowMap = true;
this.EnableAutoViewDepth = true;
this.AlphaTest = 0.5;
this.RenderDoubleSided = true;
this.CullMode = CullMode.None;
this.Textures.Add(new ShaderResourceView());
}
}
CustomMaterial customMaterial = new CustomMaterial();
CustomMaterialCore customMaterialCore = new CustomMaterialCore();
customMaterialCore.Effect = customMaterial.Effect;
customMaterial.MaterialCore = customMaterialCore;
model.Material = customMaterial;
通過(guò)以上步驟,可以自定義Helix Toolkit中的著色器和材質(zhì),實(shí)現(xiàn)個(gè)性化的渲染效果。