Pinnacle Speakers FXDEKO Manual De Usuario
Specifying a Shader
67
FXDeko User’s Guide
SPECIFYING A SHADER
A
BOUT
S
HADERS
To apply color to text or graphics, FXDeko uses a shader.
Each detail in a look (face, edge, frame, shadow or underline) has its own shader.
The shader determines how color is applied to the detail.
The shader determines how color is applied to the detail.
FXDeko shaders come in five flavors:
•
A color shader produces a detail with a single, solid color.
•
A ramp shader produces a detail with a four-color ramp and an
optional highlight.
optional highlight.
•
A texture shader produces a detail with a bitmap texture.
•
A CAP (cel animation player) shader produces a detail with
an animation. You can play cel animations only within the
context of a motion.
an animation. You can play cel animations only within the
context of a motion.
•
A keyhole shader produces a detail with keyed video. Note
that you cannot use a keyhole shader in an effect.
that you cannot use a keyhole shader in an effect.
Any detail can have any kind of shader. For instance, a face can have a color
shader, an edge a ramp shader, and a shadow a texture shader, all within a single
look.
shader, an edge a ramp shader, and a shadow a texture shader, all within a single
look.
Multiple occurrences of the same type of detail within a look do not have to have
the same type of shader. For example, a look with three edges can have a
different shader for each edge.
the same type of shader. For example, a look with three edges can have a
different shader for each edge.
You can use the same type of shader on multiple details within a graphic.
In addition, each graphic’s background has its own shader. Using the
background shader, you can make a solid, ramped or textured background for
any graphic. You cannot apply a CAP shader to a background.
background shader, you can make a solid, ramped or textured background for
any graphic. You cannot apply a CAP shader to a background.
Shaders are specified in the Shader window (F7). Any shader can be stored as a
preset shader. The preset shaders can be saved in a .shd file for future use.
preset shader. The preset shaders can be saved in a .shd file for future use.