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@@ -18,9 +18,7 @@ For those not familiar with T4 templates, here's a small example on how they wor
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```c#
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```c#
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<# for (int i = 0; i < 3; ++i) { #>
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<# for (int i = 0; i < 3; ++i) { #>
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-
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Hello World <#= i #>
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Hello World <#= i #>
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-
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<# } #>
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<# } #>
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```
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```
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@@ -62,4 +60,28 @@ might fail on missing files.
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Editing TT template files can be eye tearing,
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Editing TT template files can be eye tearing,
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I suggest to install [Tim Maes T4 Editor](https://github.com/Tim-Maes/T4Editor)
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I suggest to install [Tim Maes T4 Editor](https://github.com/Tim-Maes/T4Editor)
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And then adjust the colors in `Visual Studio Menu > Extensions > T4Editor > Adjust Colors`
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And then adjust the colors in `Visual Studio Menu > Extensions > T4Editor > Adjust Colors`
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-to distingish between content code and template code.
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+to distingish between content code and template code.
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+
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+#### What's left / missing
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+
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+I am not an expert shader expert and maybe some optimizations are possible. My objective
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+has been to support as many glTF features as possible over performance.
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+
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+The three biggest missing features are:
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+- Morph vertices, which I think are not possible with vanilla monogame.
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+- Shadows
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+- Glow effects
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+
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+
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+Morph vertices are not just a simple tweening, under glTF it's even possible
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+to have morphed and skinned vertices at the same time!
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+
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+Shadows would need additional shader code and more technique permutations.
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+
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+Glow would need another effect, similar to Unlit, to render the emissive textures
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+over a render target, to be used at a later stage.
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+
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+
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+#### Credits
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+
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+The shaders have been lifted and adapted to monogame from [glTF-Sample-Viewer](https://github.com/KhronosGroup/glTF-Sample-Viewer/tree/master/source/shaders)
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