New effects in the Content Pipeline

Originally posted to Shawn Hargreaves Blog on MSDN, Monday, May 3, 2010

This article is prerecorded. Shawn is away (on honeymoon). Replies to comments will be delayed.

In previous XNA versions, the Content Pipeline imported materials like so:

To use custom effects that are not directly referenced by a model, you have two options:

Game Studio 4.0 works the same way, but adds a new processor parameter for choosing which of the five built-in effects is selected by default (if the source model does not directly reference a .fx material):

image

Along with this parameter come new design-time material types, so BasicMaterialContent is joined by SkinnedMaterialContent, EnvironmentMapMaterialContent, etc.

Depending which effect you choose, some additional work may be needed to configure it:

Blog index   -   Back to my homepage