<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>wpfshadergenerator Wiki Rss Feed</title><link>http://wpfshadergenerator.codeplex.com/wikipage</link><description>wpfshadergenerator Wiki Rss Description</description><item><title>New Comment on "Documentation"</title><link>http://wpfshadergenerator.codeplex.com/documentation?&amp;ANCHOR#C18033</link><description>Great for designing effects.</description><author>incandescent</author><pubDate>Thu, 23 Dec 2010 10:11:44 GMT</pubDate><guid isPermaLink="false">New Comment on "Documentation" 20101223101144A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=13</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;255,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;
&lt;h2&gt;File Tags&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The description of the shader, this will appear in a summary comment on the generated ShaderEffect class. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps_2_0&lt;/b&gt;, ps_3_0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default. &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h2&gt;Register Tags&lt;/h2&gt;
&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; summary &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; defaultValue &lt;/td&gt;&lt;td&gt; bool = (true, false), float = ..., float[] = ...,... &lt;/td&gt;&lt;td&gt; The default value to set for the register when the C# code is generated. &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 04:35:54 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812043554A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=12</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;
&lt;h2&gt;File Tags&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The description of the shader, this will appear in a summary comment on the generated ShaderEffect class. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps_2_0&lt;/b&gt;, ps_3_0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default. &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h2&gt;Register Tags&lt;/h2&gt;
&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; summary &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; defaultValue &lt;/td&gt;&lt;td&gt; bool = (true, false), float = ..., float[] = ...,... &lt;/td&gt;&lt;td&gt; The default value to set for the register when the C# code is generated. &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 04:04:29 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812040429A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=11</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;
&lt;h2&gt;File Tags&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The description of the shader, this will appear in a summary comment on the generated ShaderEffect class. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps_2_0&lt;/b&gt;, ps_3_0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h2&gt;Register Tags&lt;/h2&gt;
&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; summary &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; defaultValue &lt;/td&gt;&lt;td&gt; bool = (true, false), float = ..., float[] = ...,... &lt;/td&gt;&lt;td&gt; The default value to set for the register when the C# code is generated. &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 04:03:29 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812040329A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=10</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;
&lt;h2&gt;File Tags&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The description of the shader, this will appear in a summary comment on the generated ShaderEffect class. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps_2_0&lt;/b&gt;, ps_3_0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h2&gt;Register Tags&lt;/h2&gt;
&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; summary &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; defaultValue &lt;/td&gt;&lt;td&gt; bool = (true, false), float = ... float[] = ...,... &lt;/td&gt;&lt;td&gt; The default value to set for the register when the C# code is generated. &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 04:02:53 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812040253A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=9</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;
&lt;h2&gt;File Tags&lt;/h2&gt;
&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The description of the shader, this will appear in a summary comment on the generated ShaderEffect class. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps_2_0&lt;/b&gt;, ps_3_0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h2&gt;Register Tags&lt;/h2&gt;
&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; summary &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 03:45:14 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812034514A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=8</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps_2_0&lt;/b&gt;, ps_3_0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 03:42:51 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812034251A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=7</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;{&amp;quot;ps_2_0&amp;quot;}&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps_2_0&lt;/b&gt;, ps_3_0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 03:41:33 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812034133A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=6</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; &lt;b&gt;ps{_}2{_}0&lt;/b&gt;, ps{_}3{_}0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps{_}2{_}0 is the default &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; &lt;b&gt;WPF&lt;/b&gt;, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; &lt;b&gt;Auto&lt;/b&gt;, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 03:40:26 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812034026A</guid></item><item><title>Updated Wiki: Documentation</title><link>http://wpfshadergenerator.codeplex.com/documentation?version=5</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Step 1)&lt;/b&gt; Install&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 2)&lt;/b&gt; For existing HLSL files in your project just set the Custom Tool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104915" alt="Properties.png" title="Properties.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 3)&lt;/b&gt; For any new HLSL files in your project you&amp;#39;ll want to select the &lt;b&gt;WPF Shader Effect File&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=wpfshadergenerator&amp;DownloadId=104916" alt="Templates.png" title="Templates.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Step 4)&lt;/b&gt; Use a triple slash comments to add additional metadata information to the effect the generation of the code.  They are all optional.&lt;br /&gt;&lt;br /&gt;&lt;div style="color:Black;background-color:White;"&gt;&lt;pre&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;description&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;A simple color blending shader for WPF.&amp;lt;/description&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;target&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;WPF&amp;lt;/target&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;profile&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;ps_2_0&amp;lt;/profile&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;-1&amp;lt;/DdxUvDdyUvRegisterIndex&amp;gt;&lt;/span&gt;

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Constants&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The brightness offset.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;type&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Color&amp;lt;/type&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;defaultValue&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;0,0,0,0&amp;lt;/defaultValue&amp;gt;&lt;/span&gt;
float4 BlendColor : register(c0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Samplers&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;summary&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;The implicit input sampler passed into the pixel shader by WPF.&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;span style="color:Gray;"&gt;///&lt;/span&gt; &lt;span style="color:Gray;"&gt;&amp;lt;samplingMode&amp;gt;&lt;/span&gt;&lt;span style="color:Green;"&gt;Auto&amp;lt;/samplingMode&amp;gt;&lt;/span&gt;
sampler2D Input : register(s0);

&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;
&lt;span style="color:Green;"&gt;// Pixel Shader&lt;/span&gt;
&lt;span style="color:Green;"&gt;//-----------------------------------------------------------------------------&lt;/span&gt;

float4 main(float2 uv : TEXCOORD) : COLOR
{
    &lt;span style="color:Green;"&gt;// TODO: add your pixel shader code here.&lt;/span&gt;
    &lt;span style="color:Blue;"&gt;return&lt;/span&gt; BlendColor * BlendColor.a + tex2D(Input, uv) * (1.0 - BlendColor.a);
}
&lt;/pre&gt;&lt;/div&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;th&gt; Tag &lt;/th&gt;&lt;th&gt; Options &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; profile &lt;/td&gt;&lt;td&gt; ps&lt;i&gt;2&lt;/i&gt;0, ps&lt;i&gt;3&lt;/i&gt;0 &lt;/td&gt;&lt;td&gt; The shader model version to use when compiling the shader, ps&lt;i&gt;2&lt;/i&gt;0 is the default &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; target &lt;/td&gt;&lt;td&gt; WPF, Silverlight &lt;/td&gt;&lt;td&gt; The target platform for the ShaderEffect, this affects what types and features are available, WPF is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; samplingMode &lt;/td&gt;&lt;td&gt; Auto, NearestNeighbor, Bilinear &lt;/td&gt;&lt;td&gt; The texture sampling mode to use, this is only valid on samplers, Auto is the default. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; description &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The text you want to appear inside the summary comment that is generated in the code. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; type &lt;/td&gt;&lt;td&gt; (&lt;b&gt;bool&lt;/b&gt;) (&lt;b&gt;int&lt;/b&gt;, uint, sbyte, byte, char, short, ushort, long, ulong) (float, &lt;b&gt;double&lt;/b&gt;) (&lt;b&gt;Point&lt;/b&gt;, Size, Vector) (&lt;b&gt;Point3D&lt;/b&gt;, Vector3D) (Point4D, &lt;b&gt;Color&lt;/b&gt;) &lt;/td&gt;&lt;td&gt; The type you would like to override the default generated type that is exposed to C#, the ones in bold in a group represent the default for that set. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; DdxUvDdyUvRegisterIndex &lt;/td&gt;&lt;td&gt; ... &lt;/td&gt;&lt;td&gt; The register index to use for the partial derivatives of the texture coordinates with respect to screen space. -1 is the default &lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 12 Aug 2010 03:38:16 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20100812033816A</guid></item><item><title>Updated Wiki: Home</title><link>http://wpfshadergenerator.codeplex.com/wikipage?version=23</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;The WPF ShaderEffect Generator is an integration to Visual Studio 2008 and 2010 to automatically generate the (C#) code-behind ShaderEffect classes for shader (*.fx) files in your project as well as compile the *.fx file in your project and add the resulting pixel shader as a resource so that it can be loaded by WPF when needed.&lt;br /&gt;&lt;br /&gt;After installing you should find a new &amp;quot;WPF Shader Effect File&amp;quot; item template.  If you have existing HLSL files that you would like to start doing this for, just select the .fx file and set the CustomTool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.  See the &lt;a href="http://wpfshadergenerator.codeplex.com/documentation" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for more information.&lt;br /&gt;&lt;br /&gt;Also for anyone that uses &lt;a href="http://shazzam-tool.com" class="externalLink"&gt;Shazzam&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; the comment syntax that is used to set different default values or add comments...etc is the same.  So you should be able to use any of their syntax to assist the generator create the correct code for you.  There are only a few differences in the number of tags supported, only because I can get that information from other locations (such as the namespace to generate the code in).  In any event, I&amp;#39;m hoping to keep both projects interoperable so that you can use their tool to test your shaders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You do NOT need to have the DirectX SDK installed to use this project&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;If you need syntax highlighting for HLSL in Visual Studio I highly recommend &lt;a href="http://nshader.codeplex.com" class="externalLink"&gt;NShader&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Silverlight is supported in theory; if anyone runs into a problem using this for Silverlight let me know.&lt;br /&gt;&lt;br /&gt;For more great WPF stuff, check out my blog: &lt;a href="http://www.nickdarnell.com" class="externalLink"&gt;http://www.nickdarnell.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Fri, 23 Jul 2010 23:05:43 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100723110543P</guid></item><item><title>Updated Wiki: Home</title><link>http://wpfshadergenerator.codeplex.com/wikipage?version=22</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;The WPF ShaderEffect Generator is an integration to Visual Studio 2008 and 2010 to automatically generate the code-behind ShaderEffect classes for shader (*.fx) files in your project as well as compile the *.fx file in your project and add the resulting pixel shader as a resource so that it can be loaded by WPF when needed.&lt;br /&gt;&lt;br /&gt;After installing you should find a new &amp;quot;WPF Shader Effect File&amp;quot; item template.  If you have existing HLSL files that you would like to start doing this for, just select the .fx file and set the CustomTool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.  See the &lt;a href="http://wpfshadergenerator.codeplex.com/documentation" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for more information.&lt;br /&gt;&lt;br /&gt;Also for anyone that uses &lt;a href="http://shazzam-tool.com" class="externalLink"&gt;Shazzam&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; the comment syntax that is used to set different default values or add comments...etc is the same.  So you should be able to use any of their syntax to assist the generator create the correct code for you.  There are only a few differences in the number of tags supported, only because I can get that information from other locations (such as the namespace to generate the code in).  In any event, I&amp;#39;m hoping to keep both projects interoperable so that you can use their tool to test your shaders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You do NOT need to have the DirectX SDK installed to use this project&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;If you need syntax highlighting for HLSL in Visual Studio I highly recommend &lt;a href="http://nshader.codeplex.com" class="externalLink"&gt;NShader&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Silverlight is supported in theory; if anyone runs into a problem using this for Silverlight let me know.&lt;br /&gt;&lt;br /&gt;For more great WPF stuff, check out my blog: &lt;a href="http://www.nickdarnell.com" class="externalLink"&gt;http://www.nickdarnell.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Fri, 05 Mar 2010 05:12:05 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100305051205A</guid></item><item><title>Updated Wiki: Home</title><link>http://wpfshadergenerator.codeplex.com/wikipage?version=21</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;The WPF ShaderEffect Generator is an integration to Visual Studio 2008 and 2010 to automatically generate the code-behind ShaderEffect classes for shader (*.fx) files in your project as well as compile the *.fx file in your project and add the resulting pixel shader as a resource so that it can be loaded by WPF when needed.&lt;br /&gt;&lt;br /&gt;After installing you should find a new &amp;quot;WPF Shader Effect File&amp;quot; item template.  If you have existing HLSL files that you would like to start doing this for, just select the .fx file and set the CustomTool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.  See the &lt;a href="http://wpfshadergenerator.codeplex.com/documentation" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for more information.&lt;br /&gt;&lt;br /&gt;Also for anyone that uses &lt;a href="http://shazzam-tool.com" class="externalLink"&gt;Shazzam&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; the comment syntax that is used to set different default values or add comments...etc is the same.  So you should be able to use any of their syntax to assist the generator create the correct code for you.  There are only a few differences in the number of tags supported, only because I can get that information from other locations (such as the namespace to generate the code in).  In any event, I&amp;#39;m hoping to keep both projects interoperable so that you can use their tool to test your shaders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You do NOT need to have the DirectX SDK installed to use this project&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Silverlight is supported in theory; if anyone runs into a problem using this for Silverlight let me know.&lt;br /&gt;&lt;br /&gt;For more great WPF stuff, check out my blog: &lt;a href="http://www.nickdarnell.com" class="externalLink"&gt;http://www.nickdarnell.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Wed, 03 Mar 2010 04:24:36 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100303042436A</guid></item><item><title>Updated Wiki: Home</title><link>http://wpfshadergenerator.codeplex.com/wikipage?version=20</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;The WPF ShaderEffect Generator is an integration to Visual Studio 2008 and 2010 to automatically generate the code-behind ShaderEffect classes for shader (*.fx) files in your project as well as compile the *.fx file in your project and add the resulting pixel shader as a resource so that it can be loaded by WPF when needed.&lt;br /&gt;&lt;br /&gt;After installing you should find a new &amp;quot;WPF Shader Effect File&amp;quot; item template.  If you have existing HLSL files that you would like to start doing this for, just select the .fx file and set the CustomTool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.  See the &lt;a href="http://wpfshadergenerator.codeplex.com/documentation" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for more information.&lt;br /&gt;&lt;br /&gt;Also for anyone that uses &lt;a href="http://shazzam-tool.com" class="externalLink"&gt;Shazzam&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; the comment syntax that is used to set different default values or add comments...etc is the same.  So you should be able to use any of their syntax to assist the generator create the correct code for you.  There are only a few differences in the number of tags supported, only because I can get that information from other locations (such as the namespace to generate the code in).  In any event, I&amp;#39;m hoping to keep both projects interoperable so that you can use their tool to test your shaders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You do NOT need to have the DirectX SDK installed to use this project&lt;/b&gt;&lt;br /&gt;&lt;b&gt;However, make sure you&amp;#39;ve installed the latest DirectX Runtime&lt;/b&gt; &lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&amp;amp;displaylang=en" class="externalLink"&gt;Download DirectX Runtime&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Silverlight is supported in theory; if anyone runs into a problem using this for Silverlight let me know.&lt;br /&gt;&lt;br /&gt;For more great WPF stuff, check out my blog: &lt;a href="http://www.nickdarnell.com" class="externalLink"&gt;http://www.nickdarnell.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Wed, 03 Mar 2010 01:01:11 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100303010111A</guid></item><item><title>Updated Wiki: Home</title><link>http://wpfshadergenerator.codeplex.com/wikipage?version=19</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;The WPF ShaderEffect Generator is an integration to Visual Studio 2008 and 2010 to automatically generate the code-behind ShaderEffect classes for shader (*.fx) files in your project as well as compile the *.fx file in your project and add the resulting pixel shader as a resource so that it can be loaded by WPF when needed.&lt;br /&gt;&lt;br /&gt;After installing you should find a new &amp;quot;WPF Shader Effect File&amp;quot; item template.  If you have existing HLSL files that you would like to start doing this for, just select the .fx file and set the CustomTool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.  See the &lt;a href="http://wpfshadergenerator.codeplex.com/documentation" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for more information.&lt;br /&gt;&lt;br /&gt;Also for anyone that uses &lt;a href="http://shazzam-tool.com" class="externalLink"&gt;Shazzam&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; the comment syntax that is used to set different default values or add comments...etc is the same.  So you should be able to use any of their syntax to assist the generator create the correct code for you.  There are only a few differences in the number of tags supported, only because I can get that information from other locations (such as the namespace to generate the code in).  In any event, I&amp;#39;m hoping to keep both projects interoperable so that you can use their tool to test your shaders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You do NOT need to have the DirectX SDK installed to use this project&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Silverlight is supported in theory; if anyone runs into a problem using this for Silverlight let me know.&lt;br /&gt;&lt;br /&gt;For more great WPF stuff, check out my blog: &lt;a href="http://www.nickdarnell.com" class="externalLink"&gt;http://www.nickdarnell.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Sat, 20 Feb 2010 03:06:11 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100220030611A</guid></item><item><title>Updated Wiki: Home</title><link>http://wpfshadergenerator.codeplex.com/wikipage?version=18</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;The WPF ShaderEffect Generator is an integration to Visual Studio 2008 and 2010 to automatically generate the code-behind ShaderEffect classes for shader (*.fx) files in your project as well as compile the *.fx file in your project and add the resulting pixel shader as a resource so that it can be loaded by WPF when needed.&lt;br /&gt;&lt;br /&gt;After installing you should find a new &amp;quot;WPF Shader Effect File&amp;quot; item template.  If you have existing HLSL files that you would like to start doing this for, just select the .fx file and set the CustomTool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.  See the &lt;a href="http://wpfshadergenerator.codeplex.com/documentation" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for more information.&lt;br /&gt;&lt;br /&gt;Also for anyone that uses &lt;a href="http://shazzam-tool.com" class="externalLink"&gt;Shazzam&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; the comment syntax that is used to set different default values or add comments...etc is the same.  So you should be able to use any of their syntax to assist the generator create the correct code for you.  There are only a few differences in the number of tags supported, only because I can get that information from other locations (such as the namespace to generate the code in).  In any event, I&amp;#39;m hoping to keep both projects interoperable so that you can use their tool to test your shaders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You do not need to have the DirectX SDK installed to use this project&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Silverlight is supported in theory; if anyone runs into a problem using this for Silverlight let me know.&lt;br /&gt;&lt;br /&gt;For more great WPF stuff, check out my blog: &lt;a href="http://www.nickdarnell.com" class="externalLink"&gt;http://www.nickdarnell.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Sat, 20 Feb 2010 03:05:08 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100220030508A</guid></item><item><title>Updated Wiki: Home</title><link>http://wpfshadergenerator.codeplex.com/wikipage?version=17</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;The WPF ShaderEffect Generator is an integration to Visual Studio 2008* to automatically generate the code-behind ShaderEffect classes for shader (*.fx) files in your project as well as compile the *.fx file in your project and add the resulting pixel shader as a resource so that it can be loaded by WPF when needed.&lt;br /&gt;&lt;br /&gt;After installing you should find a new &amp;quot;WPF Shader Effect File&amp;quot; item template.  If you have existing HLSL files that you would like to start doing this for, just select the .fx file and set the CustomTool property to &lt;b&gt;ShaderEffectGenerator&lt;/b&gt;.  See the &lt;a href="http://wpfshadergenerator.codeplex.com/documentation" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for more information.&lt;br /&gt;&lt;br /&gt;Also for anyone that uses &lt;a href="http://shazzam-tool.com" class="externalLink"&gt;Shazzam&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; the comment syntax that is used to set different default values or add comments...etc is the same.  So you should be able to use any of their syntax to assist the generator create the correct code for you.  There are only a few differences in the number of tags supported, only because I can get that information from other locations (such as the namespace to generate the code in).  In any event, I&amp;#39;m hoping to keep both projects interoperable so that you can use their tool to test your shaders.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You do not need to have the DirectX SDK installed to use this project&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;*If you&amp;#39;re using VS2010/.Net 4, there is an &lt;a href="http://wpfshadergenerator.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40322" class="externalLink"&gt;Alpha 1.1 Version&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; here.  Silverlight is supported in theory; if anyone runs into a problem using this for Silverlight let me know.&lt;br /&gt;&lt;br /&gt;For more great WPF stuff, check out my blog: &lt;a href="http://www.nickdarnell.com" class="externalLink"&gt;http://www.nickdarnell.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>NickDarnell</author><pubDate>Thu, 11 Feb 2010 06:55:28 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100211065528A</guid></item></channel></rss>