DX9 HLSL Semantics

Standard SemanticsTypeDescription
Ambient float4 Ambient color.
Attenuation float3 or float4 Attenuation value, whose value can be one of the following:
  • Distance uses 4 components.
  • Spot uses 3 components.
  • BoxX uses 3 components.
  • BoxY uses 3 components.
BoundingBoxMax float3 Bounding box maximum for x, y, z.
BoundingBoxMin float3 Bounding box minimum for x, y, z.
BoundingBoxSize float3 Bounding box size for x, y, z.
BoundingCenter vector Bounding box center.
BoundingSphereSize float1 Median bounding sphere radius.
BoundingSphereMin float1 Minimum bounding sphere radius.
BoundingSphereMax float1 Maximum bounding sphere radius.
Diffuse float4 Diffuse color.
ElapsedTime float1 Elapsed time. Useful when LastTime may not be accurate due to looping simulations.
Emissive float4 Emissive color.
EnvironmentNormal texture Environment normal map.
Height 1 component numeric or a texture Height value in a bump map.
Joint float4 Object space to Frame-Joint space
JointWorld float4x4 Joint world matrix.
JointWorldInverse float4x4 Joint inverse world matrix.
JointWorldInverseTranspose float4x4 Joint transposed, inverse world matrix.
JointWorldView float4x4 Joint world-view matrix.
JointWorldViewInverse float4x4 Joint inverse world-view matrix.
JointWorldViewInverseTranspose float4x4 Joint transposed, inverse world-view matrix.
JointWorldViewProjection float4x4 Joint world-view-projection matrix.
JointWorldViewProjectionInverse float4x4 Joint inverse world-view-projection matrix.
JointWorldViewProjectionInverseTranspose float4x4 Joint transposed, inverse world-view-projection matrix.
LastTime float1 Last simulation time.
Normal 3 or 4 component numeric or texture Surface normal vector.
Opacity float1, float2, float3, float4, or texture Object opacity. Can be a single value or a per-component value.
Position float4 XYZW position.
Projection float4x4 Projection matrix.
ProjectionInverse float4x4 Inverse projection matrix.
ProjectionInverseTranspose float4x4 Transposed, inverse projection matrix.
Random numeric Random numbers.
Refraction float1, float2, float3, float4, or texture Refraction value for an environment map. Can be a single value or a per-component value.
RenderColorTarget texture Rendertarget surface.
RenderDepthStencilTarget texture Depth/stencil surface.
RenderTargetClipping 4 components Clipping parameters which include: near distance, far distance, width angle (radians), and height angle(radians).
RenderTargetDimensions 2 component Rendertarget width and height in pixels.
Specular float4 Specular color.
SpecularPower float1 to float4 Specular power exponent. Can be a single value or a per-component value.
StandardsGlobal float1 Standard annotation version number. Default value is 0.80. This may appear only once in a script.
TextureMatrix float4x4 Texture coordinate transform matrix.
Time float Simulation time.
UnitsScale float Model scale value.
View float4x4 View matrix.
ViewInverse float4x4 Inverse view matrix.
ViewInverseTranspose float4x4 Transposed, inverse view matrix.
ViewProjection float4x4 View-projection matrix.
ViewProjectionInverse float4x4 Inverse view-projection matrix.
ViewProjectionInverseTranspose float4x4 Transposed, inverse view-projection matrix.
World float4x4 World matrix.
WorldInverse float4x4 Inverse world matrix.
WorldInverseTranspose float4x4 Transposed, inverse world matrix.
WorldView float4x4 Transposed, inverse world-view matrix.
WorldViewInverse float4x4 Inverse world-view matrix.
WorldViewInverseTranspose float4x4 Transposed, inverse world-view matrix.
WorldViewProjection float4x4 World-view-projection matrix.
WorldViewProjectionInverse float4x4 Inverse world-view-projection matrix.
WorldViewProjectionInverseTranspose float4x4 Transposed, inverse world-view-projection matrix.
posted @ 2007-07-07 14:52  Dream world 梦想天空  阅读(804)  评论(0编辑  收藏  举报