The Creation Graph provides an artist-friendly way to create custom shaders by wiring together nodes into a shader network. Each node in the graph represents a snippet of HLSL code that gets combined by the shader system plugin into full HLSL programs. It can sometimes be nice to work directly with HLSL code for more advanced shaders, either by exposing new helper nodes to the Creation Graph or by directly writing a complete shader program in HLSL. This is typically done by adding new
.tmsl files (where
tmsl stands for
The Machinery Shading Language) that The Machinery loads on boot up.
.tmsl file is essentially a data-driven JSON front-end for creating and populating a tm_shader_declaration_o structure which is the main building block that the compiler in shader system plugin operates on. While a tm_shader_declaration_o can contain anything needed to compile a complete shader (all needed shader stages, any states and input/output it needs, etc), it is more common that they contain only fragments of and multiple tm_shader_declaration_o are combined into the final shader source that gets compiled into a tm_shader_o that can be used when rendering a draw call (or dispatching a compute job).
Note: You can find all built-in shaders in the folder:
./bin/data/shadersshipped with your engine version. (For source access:
creation_graph block in the
.tmsl file will get exposed as a node in the Creation Graph. Nodes exposed to the Creation Graph can either be function nodes (see:
data/shaders/nodes/) or output nodes (see:
data/shaders/output_nodes/). A function node won't compile into anything by itself unless it's connected to an output node responsible for declaring the actual shader stages and evaluating the branches of connected function nodes.
Note: More information about creating creation graph nodes you can find in the Creation Graph Section:
Typically these are function nodes (see
data/shaders/nodes) that won't compile into anything without getting connected to an "output" node. We ship with a few built-in output nodes (see
data/shaders/output_nodes) responsible for declaring the actual shader stages and glue everything together.
The whole Shader System is explained in more detail within these posts:
- The Machinery Shader System (part 1)
- The Machinery Shader System (part 2)
- The Machinery Shader System (part 3)
- Efficient binding of shader resources
If you intend to write custom shaders you can. All your custom shaders need to be placed under the
bin\data\shaders of the engine. They will be automatically compiled (if needed) on boot up of the Editor. For help with how to write a custom shader please follow the
The Machinery Shading Language Guide