How jcant0n/shaderlibrary works
This repository is an Evergine shader-effects collection with a small sample application for viewing them. A user runs a Windows host, which configures a graphics API and drives the application; initialization loads the LightingTechniques scene. The shader assets cover lighting, reflections, geometry effects, and parallax techniques, with sample materials, textures, and scenes. The graph reflects the README’s documented shader capabilities and the supplied runtime code; shader-to-scene assignments beyond the explicit scene load are not inferred.
Main entry points: MyApplication.cs Application · MyScene.cs Scene Setup · Shaders.Windows/Program.cs DX11 Host · Shaders.Windows.DirectX12/Program.cs DX12 Host
Components 21
Sample Runtime
- Application
Shaders/Shaders/MyApplication.cs - Scene Setup
Shaders/Shaders/MyScene.cs
Graphics Hosts
- DX11 Host
Shaders/Shaders.Windows/Program.cs - DX12 Host
Shaders/Shaders.Windows.DirectX12/Program.cs - OpenGL Host
Shaders/Shaders.Windows.OpenGL/Program.cs - Vulkan Host
Shaders/Shaders.Windows.Vulkan/Program.cs
Lighting Effects
- Blinn-Phong
Shaders/Content/Shaders/Shading/Blinn Phong - Microfacet BRDF
Shaders/Content/Shaders/Shading/BRDF - Image Lighting
Shaders/Content/Shaders/Shading/BRDF IBL - Environment Lighting
Shaders/Content/Shaders/Shading/Environment Lighting - Environment Reflections
Shaders/Content/Shaders/Shading - Shading Primitives
Shaders/Content/Shaders/Shading/Primitives
Surface Effects
- Geometry Effects
Shaders/Content/Shaders/Geometry - Parallax Effects
Shaders/Content/Shaders/Parallax - Fur Shells
Shaders/Content/Shaders/Geometry/Fur - Toon Shading
Shaders/Content/Shaders/Shading/ToonShading - Translucency
Shaders/Content/Shaders/Shading/Translucency - Wrap Shading
Shaders/Content/Shaders/Shading/WrapShading
Sample Content
- Example Scenes
Shaders/Content/Scenes - Shared Assets
Shaders/Content/Common
Other components
- Viewer
Connections 11
- Viewer → DX11 Host: runs
- Viewer → DX12 Host: runs
- Viewer → OpenGL Host: runs
- Viewer → Vulkan Host: runs
- DX11 Host → Application: drives
- DX12 Host → Application: drives
- OpenGL Host → Application: drives
- Vulkan Host → Application: drives
- Application → Scene Setup: loads
- Application → Example Scenes: loads LightingTechniques
- Scene Setup → Shared Assets: registers physics