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Effects And Shaders

tomspilman edited this page Jan 11, 2013 · 18 revisions

Overview

A core element of Microsoft XNA is the effect system which is used for all rendering.

For MonoGame we have the burden of supporting stock and custom effects for desktop GLSL, mobile GLSL, DirectX HLSL, and custom formats like that of the PlayStation Suite. There currently is no effect system or shader language that supports all the platforms we require forcing us to build a new custom effect system.

MGFX

MGFX is MonoGame's own "FX" runtime and tools which with the following core goals:

  • Support a similar technique, passes, shaders structure as Microsoft FX files.
  • Have a textual format for ease of editing.
  • Have a compiled and optimized binary format for runtime use.
  • Be cross-platform and support multiple shader languages and bytecodes.
  • Easy to extend for future platforms and features.

Stock Effects

The following stock effects in MonoGame and fully supported on all current platforms:

  • BasicEffect
  • AlphaTestEffect
  • DualTextureEffect
  • EnvironmentMapEffect
  • SkinnedEffect

Under the hood these effects use the same system and tools as one would for a custom Effect. The source and pre-compiled versions of these effects can be found in the 'MonoGame.Framework\Graphics\Effect\Resources' folder.

If your game requires an extra little bit of performance you can easily hand edit the existing effects to remove unnecessary features or optimize for specific hardware and rebuild them with the MGFX tool.

Custom Effects

To use a custom effect with MonoGame you must do one of the following (not both):

2MGFX

The 2MGFX tool is used to build a MonoGame Effect from an input Microsoft FX or MGFX file. Note it does not generate an XNB file for use with the ContentManager (see the MonoGame Effect content processor). The command line options are:

2MGFX <srcfile> <dstfile> [/DEBUG] [/DX11]

Effect Writing Tips

These are some tips for writing or converting effects for use with MonoGame.

  • Use the DX11 feature levels vs_4_0_level_9_1 or ps_4_0_level_9_1 when targeting Windows 8 Metro applications and wanting to support all devices. Higher shader models work, but might not run on all Windows 8 systems.
  • When targeting Windows Phone 8 you can use vs_4_0_level_9_3 or ps_4_0_level_9_3.
  • When targeting GL platforms we automatically translate FX files to GLSL using a library called MojoShader. It will only work with vs_3_0 or ps_3_0 or lower shaders.
  • If you think you've found a bug porting a shader please let us know.

Roadmap

There is still work to be done for better support of custom effects and shaders in MonoGame:

  • Support GLSL in FX files.
  • Replace MojoShader with HL2GLSL.
  • Create an automated tests for custom effects.
  • Support PlayStation Suite shaders in MGFX tools and formats.
  • Support pre-compiled GLSL assembly instead of GLSL code.