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A standard semantic is a hint to an application for parameter usage. Instead of creating naming guidelines for parameters, Microsoft has created a set of standard semantics. Parameters do not have to use standard semantics (although it's recommended that they do so, see Using Standard Semantics and Standard Annotations)
Standard semantics are unrelated to shader semantics which bind shader parameters to shader registers (see Shader Semantic Syntax).
Standard Semantics | Type | Description |
---|---|---|
Ambient | float4 | Ambient color. |
Attenuation | float3 or float4 | Attenuation value, whose value can be one of the following:
|
BoundingBoxMax | float3 | Bounding box maximum for x, y, z. |
BoundingBoxMin | float3 | Bounding box minimum for x, y, z. |
BoundingBoxSize | float3 | Bounding box size for x, y, z. |
BoundingCenter | vector | Bounding box center. |
BoundingSphereSize | float1 | Median bounding sphere radius. |
BoundingSphereMin | float1 | Minimum bounding sphere radius. |
BoundingSphereMax | float1 | Maximum bounding sphere radius. |
Diffuse | float4 | Diffuse color. |
ElapsedTime | float1 | Elapsed time. Useful when LastTime may not be accurate due to looping simulations. |
Emissive | float4 | Emissive color. |
EnvironmentNormal | texture | Environment normal map. |
Height | 1 component numeric or a texture | Height value in a bump map. |
Joint | float4 | Object space to Frame-Joint space |
JointWorld | float4x4 | Joint world matrix. |
JointWorldInverse | float4x4 | Joint inverse world matrix. |
JointWorldInverseTranspose | float4x4 | Joint transposed, inverse world matrix. |
JointWorldView | float4x4 | Joint world-view matrix. |
JointWorldViewInverse | float4x4 | Joint inverse world-view matrix. |
JointWorldViewInverseTranspose | float4x4 | Joint transposed, inverse world-view matrix. |
JointWorldViewProjection | float4x4 | Joint world-view-projection matrix. |
JointWorldViewProjectionInverse | float4x4 | Joint inverse world-view-projection matrix. |
JointWorldViewProjectionInverseTranspose | float4x4 | Joint transposed, inverse world-view-projection matrix. |
LastTime | float1 | Last simulation time. |
Normal | 3 or 4 component numeric or texture | Surface normal vector. |
Opacity | float1, float2, float3, float4, or texture | Object opacity. Can be a single value or a per-component value. |
Position | float4 | XYZW position. |
Projection | float4x4 | Projection matrix. |
ProjectionInverse | float4x4 | Inverse projection matrix. |
ProjectionInverseTranspose | float4x4 | Transposed, inverse projection matrix. |
Random | numeric | Random numbers. |
Refraction | float1, float2, float3, float4, or texture | Refraction value for an environment map. Can be a single value or a per-component value. |
RenderColorTarget | texture | Rendertarget surface. |
RenderDepthStencilTarget | texture | Depth/stencil surface. |
RenderTargetClipping | 4 components | Clipping parameters which include: near distance, far distance, width angle (radians), and height angle(radians). |
RenderTargetDimensions | 2 component | Rendertarget width and height in pixels. |
Specular | float4 | Specular color. |
SpecularPower | float1 to float4 | Specular power exponent. Can be a single value or a per-component value. |
StandardsGlobal | float1 | Standard annotation version number. Default value is 0.80. This may appear only once in a script. |
TextureMatrix | float4x4 | Texture coordinate transform matrix. |
Time | float | Simulation time. |
UnitsScale | float | Model scale value. |
View | float4x4 | View matrix. |
ViewInverse | float4x4 | Inverse view matrix. |
ViewInverseTranspose | float4x4 | Transposed, inverse view matrix. |
ViewProjection | float4x4 | View-projection matrix. |
ViewProjectionInverse | float4x4 | Inverse view-projection matrix. |
ViewProjectionInverseTranspose | float4x4 | Transposed, inverse view-projection matrix. |
World | float4x4 | World matrix. |
WorldInverse | float4x4 | Inverse world matrix. |
WorldInverseTranspose | float4x4 | Transposed, inverse world matrix. |
WorldView | float4x4 | Transposed, inverse world-view matrix. |
WorldViewInverse | float4x4 | Inverse world-view matrix. |
WorldViewInverseTranspose | float4x4 | Transposed, inverse world-view matrix. |
WorldViewProjection | float4x4 | World-view-projection matrix. |
WorldViewProjectionInverse | float4x4 | Inverse world-view-projection matrix. |
WorldViewProjectionInverseTranspose | float4x4 | Transposed, inverse world-view-projection matrix. |