in ShaderX4 Abstract. SuperShader renders surfaces with many of the effects used in next-generation game engines, and allows arbitrary combinations of those effects to be applied simultaneously. It uses run-time code generation to produce optimized shaders for each surface and a cache to re-use shaders from similar surfaces. The supported effects are:
![]()
The SuperShader Morgan McGuire
[Buy the Book] [Images] [Bibtex]
- Parallax mapping
- Percentage-closer shadow maps
- Environment lighting
- Emissive lighting
- Phong lighting
- Colored transparency
- Reflection
- Refraction
- Separate R,G,B control of all constants
Some images from the book and chapter
@inbook{ mcguire05supershader, author = "Morgan McGuire", title = "The SuperShader", editor = {Wolfgang Engel}, booktitle = "ShaderX^4", year = {2005}, pages = {485--498}, chapter = {8.1}, URL = {http://www.cs.brown.edu/research/graphics/games/SuperShader/index.html} }