Supported HLSL SemanticsThis is a featured page



Name



Description
Diffuse Color value to be used as the diffuse color. The fourth channel represents diffuse alpha.
DiffuseLightColor Color value to be used as the diffuse light color. The fourth channel represents diffuse alpha.
DiffuseMaterialColor Color value to be used as the diffuse material color. The fourth channel represents diffuse alpha.
DiffuseMaterialTexture Color value to be used as the diffuse texture. The fourth channel represents diffuse alpha.
Specular Color value to be used as the specular color. The fourth channel represents specular alpha.
SpecularLightColor Color value to be used as the specular light color. The fourth channel represents specular alpha.
SpecularMaterialColor Color value to be used as the specular material color. The fourth channel represents specular alpha.
SpecularMaterialTexture Color value to be used as the specular texture. The fourth channel represents specular alpha.
Ambient Color value to be used as the ambient color. The fourth channel represents ambient alpha.
AmbientLightColor Color value to be used as the ambient light color. The fourth channel represents ambient alpha.
AmbientMaterialColor Color value to be used as the material ambient color. The fourth channel represents ambient alpha.
AmbientMaterialTexture Color value to be used as the ambient texture. The fourth channel represents ambient alpha.
FogColor Color used to color pixel fogging.
Emissive Color value to be used as the emissive color. The fourth channel represents emissive alpha.
EmissiveLightColor Color value to be used as the emissive light color. The fourth channel represents emissive alpha.
EmissiveMaterialColor Color value to be used as the emissive material color. The fourth channel represents emissive alpha.
EmissiveMaterialTexture Color value to be used as the emissive texture. The fourth channel represents emissive alpha.
SpecularPower Power to use for the specular exponent.
Normal Normal for the element or texture.
Height Height for the element when using bump mapping.
Refraction A refraction map that give the coefficents to determine the norma for an environment map lookup.
Opacity Opacity of the object.
Environment An environment map.
EnvironmentNormal An environment normal map.
Fresnel A fresnel factor.
UVOffset Texture co-ordinate offset.
UVScale Texture co-ordinate scaling factor.
World World matrix.
WorldInverse World-inverse matrix.
WorldTranspose World-transpose matrix.
WorldInverseTranspose world-inverse-transpose matrix.
WorldView world-view matrix.
WorldViewTranspose world-view-transpose matrix.
WorldViewInverse world-view-inverse matrix.
WorldViewInverseTranspose world-view-inverse-transpose matrix.
WorldViewProjection world-view-projection matrix.
WorldViewProjectionInverse world-view-projection-inverse matrix.
WorldViewProjectionInverseTranspose world-view-projection-inverse-transpose matrix.
View view matrix.
ViewProjection view-projection matrix.
ViewInverse view-inverse matrix.
ViewTranspose view-transpose matrix.
ViewInverseTranspose view-inverse-transpose matrix
ViewProjectionInverse view-projection-inverse matrix.
ViewProjectionTranspose view-projection-transpose matrix.
ViewProjectionInverseTranspose view-projection-inverse-transpose matrix.
ViewportPixelSize Size of the viewport in pixels
ViewportClipping near distance, far distance, width angle(radians), height angle(radians).
Projection projection matrix.
ProjectionInverse projection-inverse matrix.
ProjectionInverseTranspose projection-inverse-transpose matrix.
Time The current time (see units annotation for scale).
LastTime The last frame time (see units annotation for scale).
ElapsedTime The time between adjacent frames (see units annotation for scale).
TextureMatrix A texture coordinate transform matrix.
Position A position vector.
Direction A direction vector.
BoundingCenter Bounding box center.
BoundingSphereRadius Bounding sphere radius.
BoundingBoxSize Bounding box size.
BoundingBoxMin Bounding minimum for x, y, z
BoundingBoxMax Bounding maximum for x, y, z
LightProjection Light projection matrix.
Attenuation Light attenuation.
LightUmbra Light cone umbra
LightPenumbra Light cone penumbra
LightRange Light effective range
LightFalloff Spotlight cone falloff between umbra and penumbra
RenderColorTarget Defines the texture as the render target of a pass in the effect.
RenderDepthStencilTarget Defines the texture as the render target of a pass in the effect.
Random A random value between 0->1
UnitsScale Defines the modeling proportions to the current unit/space.
StandardsGlobal Standards version and global annotations" />
MousePosition The mouse position on screen (x,y,time)
LeftMouseDown The left mouse down state, and its position at that time ( x, y, isdown, timedown)
RightMouseDown The right mouse down state, and its position at that time (x, y, isdown, timedown)
LightPosition Light position in world space.
LightDirection Light direction in world space.
CameraPosition Viewer position in world space (replaced by position with space=view annotation).
CameraDirection Viewer direction in world space (replaced by position with space=view annotation).
CurrentObject Obtains the value of a property on the object currently being rendered.
Object Obtains the value of a property on an object.
BoneCount The number of bones in the palette.


Behnaz
Behnaz
Latest page update: made by Behnaz , Jun 2 2007, 7:35 PM EDT (about this update About This Update Behnaz Edited by Behnaz


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