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Update README.md
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@ -4,6 +4,25 @@ HECL is a toolkit for building custom asset pipelines, assisting the development
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The most significant feature is the intermediate HECL language, using an expressive command syntax to represent cross-platform shaders. This includes a common source representation and intermediate binary representation. Complete vertex and fragment shader programs are generated for supported platforms and may be built on-demand as part of a 3D application runtime.
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```py
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# Combiner 1: Opaque *Diffuse* and *Emissive*
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HECLOpaque(Texture(0, UV(0)) * Lighting() + Texture(1, UV(0)))
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# Combiner 2: Alpha-blended single-texture
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# (both texture-accesses folded to a single sample operation)
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HECLAlpha(Texture(0, UV(0)), Texture(0, UV(0)).a)
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# Combiner 3: Additive-blended single-texture
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# (modern graphics APIs require blending configuration along with all shader configs)
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HECLAdditive(Texture(0, UV(0)), Texture(0, UV(0)).a)
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```
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Beyond shaders, HECL also defines a rigged mesh format called HMDL. Meshes using this encoding interact with HECL, with pose transforms applied via the vertex shader.
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For asset pipelines, HECL provides a project system with dependency-resolution much like an IDE or `make`. Assets in their editable representation are *cooked* in-bulk and whenever the source file is updated. Currently, blender is the only-supported input format for rigged meshes with node-materials.
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#### Supported Backends
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* GLSL 330 *(with optional SPIR-V conversion)*
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* HLSL (Shader Model 4)
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* Metal 1.1
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