Shader Toy

January 31st, 2010 | 6 comments

Today I decided to start doing more with VS2010 and .NET 4.0. But I also wanted to do something with the XNA Framework. Sadly you can’t really use VS2010 to make a game using XNA Game Studio since it isn’t supported in VS2010. So I figured I’d make some sort of WinForm editor tool. I decided to make a shader editor since I want to start playing more with shaders.

A few hours later and I have something basically workable. I wrote my own XnaPanel for the graphics (slightly based on the WinForms samples, but largely my own stuff) and hooked up the rest. Basically as you type, it will try to compile your shader with every character stroke. If it compiles, it updates the view instantly so you can play around more freely without having to manually click any buttons to get an update.

Currently no support for textures or custom parameters, but these are all things I’m thinking about how to implement moving forward. I’m excited to have a project, even if it isn’t a game.

Here’s a video of my toy in action:


Possibly Related Posts

(Automatically Generated)
Default parameter saving in Shader Toy
Adding basic features to Shader Toy
Shader Toy – Parameters and Annotations
Starting parameter editing for Shader Toy
Visual Studio 2010, XNA, and you

  1. February 1st, 2010 at 01:37

    Looks nice, similar to a tool I developed before. What are you planning to implement?

  2. February 1st, 2010 at 09:29

    The current feature set in my head (in no particular order):

    - support for arbitrary shader parameters (textures, floats, whatever)
    - support for time based parameters
    - the usual save/load/undo/etc features
    - custom models (instead of just a teapot) and maybe multiple models/scenes (so you could have some ground below an option, for example)
    - syntax highlighting and maybe some sort of autocomplete

    Of course, what of those actually get done remains to be seen over time. But hopefully I’ll get through some of them. :)

  3. February 2nd, 2010 at 03:01

    Hi!

    I was seaching for xna zip lib and I seems you’ve made one. However, I can’t find it anywhere!? Do you still have it somewhere. I’m not using xna contant pipeline. This is due to me making my own xna parsing etc for levels, objects etc. I wanna be able to create images, levels, objects from my game :)

    Anyways, do you care to share it?

  4. February 2nd, 2010 at 09:23

    XnaZipLib was retired in favor of EasyZip which is open source and found here: http://easyzip.codeplex.com.

  5. CJ
    February 3rd, 2010 at 09:44

    This looks awesome so far. I always wanted something like this. Rendermonkey was too much to read into, while I prefer out-of-the-box-understanding ;D

  6. blackpanther
    February 4th, 2010 at 11:40

    This looks awesome and I cant wait till you release it or post source.

    can this also be made to do post-process effects?

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