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3ds max / Maya / Lightwave / etc exporting CgFX
This is a 3rd party software question i'd highly appreciate if you could answer.
How to export CgFX from 3ds Max / Maya / Lightwave / etc, for further conversion into ShaderLab?
Answer by soulzero · Oct 29, 2010 at 05:46 PM
By default, DirectX shaders, including CGFX files, are saved in \maps\fx\ in the 3ds Max program directory.
Answer by Lance Sun · Dec 16, 2009 at 07:30 AM
You can cut and paste the bulk of the Cg code from the CgFX file to a ShaderLabs file, because ShaderLabs supports Cg, but you still have to rewrite the top-level constructs of how to handle passes, renderstates, fallbacks, and semantics.
Lance Sun:
Thanks, but actually what I was asking was about generating the CgFX code to begin with. I'm looking for the "Export CgFX" button in these DCC tools. After texturing and adding lots of special materials and effects to my model, how do I get my hands on the CgFX shader code behind it.
(For clarification, I ended off explaining why I need this, the answer being because - once I figure out how to generate the CgFX code - I'm gonna convert it to ShaderLab, as you explained).
I don't know about the others, but $$anonymous$$ax has a comes with a couple of shaders you can use. (StandardFX.fx)
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