Stride

OPEN / CLOSE
  • Features
  • Blog
  • Documentation
  • Community
(icon) Download

  • Discord
  • Facebook
  • Twitter
  • YouTube

LANGUAGE

OPEN / CLOSE
  • English
  • 日本語
  • Documentation
  • Manual
  • API
  • Release Notes
  • Tutorials
    Show / Hide Table of Contents
    • Requirements
    • Stride for Unity® developers
    • Stride Launcher
    • Get started
      • Install Stride
      • Visual Studio extension
      • Launch Stride
      • Create a project
      • Game Studio
      • Assets
        • Create assets
        • Use assets
      • Scenes
        • Create a scene
        • Add entities
        • Manage entities
        • Navigate in the Scene Editor
      • Launch a game
    • Animation
      • Import animations
      • Animation properties
      • Set up animations
      • Preview animations
      • Animation scripts
      • Additive animation
      • Procedural animation
      • Custom blend trees
      • Model node links
      • Custom attributes
    • Audio
      • Import audio
      • Audio asset properties
      • Non-spatialized audio
      • Spatialized audio
        • Audio emitters
        • Audio listeners
        • HRTF
      • Stream audio
      • Global audio settings
      • Play a range within an audio file
      • Custom audio data
      • Set an audio device
    • Engine
      • Assets
        • Asset bundles
        • Asset control
      • Entity component model
        • Manage entities
      • File system
    • Files and folders
      • Project structure
      • Cached files
      • Version control
      • Distribute a game
    • Game Studio
      • Scenes
        • Create and open a scene
        • Navigate in the Scene Editor
        • Manage scenes
        • Load scenes
        • Add entities
        • Manage entities
      • Assets
        • Create assets
        • Manage assets
        • Use assets
        • Archetypes
      • Prefabs
        • Create a prefab
        • Use prefabs
        • Edit prefabs
        • Nested prefabs
        • Override prefab properties
        • Prefab models
      • Game settings
        • Splash screen
      • World units
    • Graphics
      • Cameras
        • Camera slots
        • Animate a camera with a model file
      • Materials
        • Material maps
        • Attributes
          • Geometry attributes
          • Shading attributes
          • Misc attributes
          • Clear-coat shading
        • Layers
        • Slots
        • Materials for developers
      • Textures
        • Normal maps
        • Compression
        • Streaming
        • Skyboxes and backgrounds
      • Lights and shadows
        • Add a light
        • Point lights
        • Ambient lights
        • Directional lights
        • Skybox lights
        • Spot lights
        • Light probes
        • Light shafts
        • Shadows
        • Voxel Cone Tracing GI
      • Post effects
        • Anti-aliasing
        • Ambient occlusion
        • Bloom
        • Bright filter
        • Color transforms
          • Film grain
          • Gamma correction
          • ToneMap
          • Vignetting
          • Custom color transforms
        • Depth of field
        • Lens flare
        • Light streaks
        • Local reflections
      • Graphics compositor
        • Scene renderers
          • Custom scene renderers
        • Debug renderers
        • Render textures
        • Render group and masks
      • Effects and shaders
        • Effect language
        • Shading language
          • Classes, mixins and inheritance
          • Composition
          • Templates
          • Automatic shader stage input/output
          • Shader stages
        • Custom shaders
        • Compile shaders
      • Low-level API
        • Textures and render textures
        • Pipeline state
        • Resource binding
        • Draw vertices
        • SpriteBatch
        • SpriteFont
      • Rendering pipeline
        • Render features
        • Render stages
      • Sprite fonts
    • Input
      • Gamepads
      • Gestures
      • Keyboards
      • Mouse
      • Pointers
      • Sensors
      • Virtual buttons
    • Navigation
      • Navigation groups
      • Navigation meshes
      • Navigation bounding boxes
      • Navigation components
      • Dynamic navigation
    • Particles
      • Create particles
      • Emitters
        • Shapes
          • Ribbons and trails
        • Materials
        • Spawners
        • Initializers
        • Updaters
      • Tutorials
        • Particle materials
        • Inheritance
        • Lasers and lightning
        • Create a trail
        • Custom particles
    • Physics
      • Colliders
        • Static colliders
        • Rigidbodies
        • Kinematic rigidbodies
        • Characters
        • Collider shapes
        • Triggers
        • Constraints
      • Raycasting
      • Simulation
      • Tutorials
        • Create a bouncing ball
        • Script a trigger
    • Platforms
      • Linux
        • Setup and requirements
        • Create a Linux game
      • UWP
        • Xbox Live
      • iOS
      • Add or remove a platform
      • Set the graphics platform
    • Scripts
      • Types of script
      • Create a script
      • Use a script
      • Public properties and fields
      • Scheduling and priorities
      • Events
      • Debugging
      • Preprocessor variables
      • Create a model from code
    • Sprites
      • Import sprite sheets
      • Edit sprites
        • Set sprite borders
      • Use sprites
    • UI
      • Pages
      • Libraries
      • Editor
      • Add a UI to a scene
      • Layout system
    • Video
      • Set up a video
      • Video properties
      • Video scripts
      • Use a video as a skybox
    • Virtual reality
      • Enable VR
      • Preview a scene in VR
      • Overlays
        • Display a UI in an overlay
      • VR sickness
    • NuGet
      • Consume Packages
      • Create Packages
    • Troubleshooting
      • Logging
      • Debug text
      • Profiling
      • Stride doesn't run
      • Default value changes ignored at runtime
      • Lights don't cast shadows
      • Full call stack not available
      • Error: "A SceneCameraRenderer in use has no camera assigned to its [Slot]. Make sure a camera is enabled and assigned to the [Slot]"
    • Manual
    • Graphics

    Graphics

    This section explains how to use Game Studio and the Stride API for graphics and rendering.

    Shaders

    Shaders are authored in the Stride's shading language, an extension of HLSL. They provide true composition of modular shaders through the use of inheritance, shader mixins, and automatic weaving of shader in-out attributes.

    Effects

    Effects in Stride use C#-like syntax to combine shaders. They provide conditional composition of shaders to generate effect permutations.

    Target everything

    Stride shaders are converted automatically to the target graphics platform, either plain HLSL for Direct3D, GLSL for OpenGL, or SPIR-V for Vulkan platforms.

    Advanced graphics

    The graphics module provides a set of methods to display the game. Although Stride is available on multiple platforms, the whole system behaves like Direct3D 11 from the user perspective. You need a basic knowledge of the rendering pipeline to use it.

    In this section

    • Cameras
    • Materials
    • Textures
    • Lights and shadows
    • Post effects
    • Graphics compositor
    • Effects and shaders
    • Low-level API
    • Rendering pipeline
    • Sprite fonts
    • Voxel Cone Tracing GI
    • Improve this Doc
    In This Article
    In This Article
    • Shaders
    • Effects
    • Target everything
    • Advanced graphics
    • In this section

    Back to top

    Copyright © 2019-2021 .NET Foundation and Contributors
    Supported by the .NET Foundation