Training
Module
Render a 3D model with Azure Remote Rendering - Training
Use Azure Remote Rendering to render a 3D model in a Unity project. You can deploy the model to HoloLens 2 or use the power of mixed reality with the MRTK.
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A hull shader is the first of three stages that work together to implement tessellation. The hull-shader outputs drive the tessellator stage, as well as the domain-shader stage. This topic shows how to create a hull shader.
A hull shader transforms a set of input control points (from a vertex shader) into a set of output control points. The number of input and output points can vary in contents and number depending on the transform (a typical transformation would be a basis transformation).
A hull shader also outputs patch constant information, such as tessellation factors, for a domain shader and the tessellator. The fixed-function tessellator stage uses the tessellation factors as well as other state declared in a hull shader to determine how much to tessellate.
To create a hull shader
Design a hull shader. See How To: Design a Hull Shader.
Compile the shader code
Create a hull-shader object using ID3D11Device::CreateHullShader.
HRESULT CreateHullShader(
const void *pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage *pClassLinkage,
ID3D11HullShader **ppHullShader
);
Initialize the pipeline stage using ID3D11DeviceContext::HSSetShader.
void HSSetShader(
ID3D11HullShader *pHullShader,
ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances
);
A domain shader must be bound to the pipeline if a hull shader is bound. In particular, it is not valid to directly stream out hull shader control points with the geometry shader.
Training
Module
Render a 3D model with Azure Remote Rendering - Training
Use Azure Remote Rendering to render a 3D model in a Unity project. You can deploy the model to HoloLens 2 or use the power of mixed reality with the MRTK.