This section will discuss how to render the runtime assets that are produced by the
MSBUILD task from the Model Editor. We will use the Pixel Shader which is created by the Shader Designer and a default Vertex Shader for rendering the model. In order to render the model, you need to get familiar with the constant buffers of
phong.hlsl. There are four constant buffers that are declared in this shader.
The first one is called the
MaterialVars buffer, and it contains the properties of the material and its structure, which were introduced to you in the previous section; the second is the
LightVars buffer which contains the properties of the light; the third one, which is named
ObjectVars, contains the transformation matrices; and ...