ShaderEffect Class
Provides a custom bitmap effect by using a PixelShader.
Assembly: PresentationCore (in PresentationCore.dll)
System.Windows.Threading.DispatcherObject
System.Windows.DependencyObject
System.Windows.Freezable
System.Windows.Media.Animation.Animatable
System.Windows.Media.Effects.Effect
System.Windows.Media.Effects.ShaderEffect
| Name | Description | |
|---|---|---|
![]() | ShaderEffect() | Initializes a new instance of the ShaderEffect class. |
| Name | Description | |
|---|---|---|
![]() | CanFreeze | Gets a value that indicates whether the object can be made unmodifiable. (Inherited from Freezable.) |
![]() | DdxUvDdyUvRegisterIndex | Gets or sets a value that indicates the shader register to use for the partial derivatives of the texture coordinates with respect to screen space. |
![]() | DependencyObjectType | Gets the DependencyObjectType that wraps the CLR type of this instance. (Inherited from DependencyObject.) |
![]() | Dispatcher | Gets the Dispatcher this DispatcherObject is associated with. (Inherited from DispatcherObject.) |
![]() | EffectMapping | When overridden in a derived class, transforms mouse input and coordinate systems through the effect. (Inherited from Effect.) |
![]() | HasAnimatedProperties | Gets a value that indicates whether one or more AnimationClock objects is associated with any of this object's dependency properties.(Inherited from Animatable.) |
![]() | IsFrozen | Gets a value that indicates whether the object is currently modifiable. (Inherited from Freezable.) |
![]() | IsSealed | Gets a value that indicates whether this instance is currently sealed (read-only).(Inherited from DependencyObject.) |
![]() | PaddingBottom | Gets or sets a value indicating that the effect's output texture is larger than its input texture along the bottom edge. |
![]() | PaddingLeft | Gets or sets a value indicating that the effect's output texture is larger than its input texture along the left edge. |
![]() | PaddingRight | Gets or sets a value indicating that the effect's output texture is larger than its input texture along the right edge. |
![]() | PaddingTop | Gets or sets a value indicating that the effect's output texture is larger than its input texture along the top edge. |
![]() | PixelShader | Gets or sets the PixelShader to use for the effect. |
| Name | Description | |
|---|---|---|
![]() | ApplyAnimationClock(DependencyProperty, AnimationClock) | Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the SnapshotAndReplace handoff behavior is used.(Inherited from Animatable.) |
![]() | ApplyAnimationClock(DependencyProperty, AnimationClock, HandoffBehavior) | Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the specified HandoffBehavior is used.(Inherited from Animatable.) |
![]() | BeginAnimation(DependencyProperty, AnimationTimeline) | Applies an animation to the specified DependencyProperty. The animation is started when the next frame is rendered. If the specified property is already animated, the SnapshotAndReplace handoff behavior is used.(Inherited from Animatable.) |
![]() | BeginAnimation(DependencyProperty, AnimationTimeline, HandoffBehavior) | Applies an animation to the specified DependencyProperty. The animation is started when the next frame is rendered. If the specified property is already animated, the specified HandoffBehavior is used. (Inherited from Animatable.) |
![]() | CheckAccess() | Determines whether the calling thread has access to this DispatcherObject.(Inherited from DispatcherObject.) |
![]() | ClearValue(DependencyProperty) | Clears the local value of a property. The property to be cleared is specified by a DependencyProperty identifier. (Inherited from DependencyObject.) |
![]() | ClearValue(DependencyPropertyKey) | Clears the local value of a read-only property. The property to be cleared is specified by a DependencyPropertyKey. (Inherited from DependencyObject.) |
![]() | Clone() | Creates a modifiable clone of this ShaderEffect object, making deep copies of this object's values. When copying this object's dependency properties, this method copies resource references and data bindings (which may no longer resolve), but not animations or their current values. |
![]() | CloneCore(Freezable) | Makes the instance a clone (deep copy) of the specified Freezable using base (non-animated) property values.(Overrides Freezable.CloneCore(Freezable).) |
![]() | CloneCurrentValue() | Creates a modifiable clone of this ShaderEffect object, making deep copies of this object's current values. Resource references, data bindings, and animations are not copied, but their current values are copied. |
![]() | CloneCurrentValueCore(Freezable) | Makes the instance a modifiable clone (deep copy) of the specified Freezable using current property values.(Overrides Freezable.CloneCurrentValueCore(Freezable).) |
![]() | CoerceValue(DependencyProperty) | Coerces the value of the specified dependency property. This is accomplished by invoking any CoerceValueCallback function specified in property metadata for the dependency property as it exists on the calling DependencyObject.(Inherited from DependencyObject.) |
![]() | CreateInstance() | |
![]() | CreateInstanceCore() | Creates a new instance of the Freezable derived class. (Overrides Freezable.CreateInstanceCore().) |
![]() | Equals(Object) | Determines whether a provided DependencyObject is equivalent to the current DependencyObject.(Inherited from DependencyObject.) |
![]() | Finalize() | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.(Inherited from Object.) |
![]() | Freeze() | |
![]() | FreezeCore(Boolean) | Makes this Animatable object unmodifiable or determines whether it can be made unmodifiable.(Inherited from Animatable.) |
![]() | GetAnimationBaseValue(DependencyProperty) | Returns the non-animated value of the specified DependencyProperty.(Inherited from Animatable.) |
![]() | GetAsFrozen() | |
![]() | GetAsFrozenCore(Freezable) | Makes the instance a frozen clone of the specified Freezable using base (non-animated) property values.(Overrides Freezable.GetAsFrozenCore(Freezable).) |
![]() | GetCurrentValueAsFrozen() | |
![]() | GetCurrentValueAsFrozenCore(Freezable) | Makes the current instance a frozen clone of the specified Freezable. If the object has animated dependency properties, their current animated values are copied.(Overrides Freezable.GetCurrentValueAsFrozenCore(Freezable).) |
![]() | GetHashCode() | Gets a hash code for this DependencyObject.(Inherited from DependencyObject.) |
![]() | GetLocalValueEnumerator() | Creates a specialized enumerator for determining which dependency properties have locally set values on this DependencyObject. (Inherited from DependencyObject.) |
![]() | GetType() | |
![]() | GetValue(DependencyProperty) | Returns the current effective value of a dependency property on this instance of a DependencyObject. (Inherited from DependencyObject.) |
![]() | InvalidateProperty(DependencyProperty) | Re-evaluates the effective value for the specified dependency property(Inherited from DependencyObject.) |
![]() | MemberwiseClone() | |
![]() | OnChanged() | |
![]() | OnFreezablePropertyChanged(DependencyObject, DependencyObject) | Ensures that appropriate context pointers are established for a DependencyObjectType data member that has just been set.(Inherited from Freezable.) |
![]() | OnFreezablePropertyChanged(DependencyObject, DependencyObject, DependencyProperty) | This member supports the Windows Presentation Foundation (WPF) infrastructure and is not intended to be used directly from your code.(Inherited from Freezable.) |
![]() | OnPropertyChanged(DependencyPropertyChangedEventArgs) | Overrides the DependencyObject implementation of OnPropertyChanged to also invoke any Changed handlers in response to a changing dependency property of type Freezable.(Inherited from Freezable.) |
![]() ![]() | PixelShaderConstantCallback(Int32) | Associates a dependency property value with a pixel shader's float constant register. |
![]() ![]() | PixelShaderSamplerCallback(Int32) | Associates a dependency property value with a pixel shader's sampler register. |
![]() ![]() | PixelShaderSamplerCallback(Int32, SamplingMode) | Associates a dependency property value with a pixel shader's sampler register and a SamplingMode. |
![]() | ReadLocalValue(DependencyProperty) | Returns the local value of a dependency property, if it exists. (Inherited from DependencyObject.) |
![]() | ReadPreamble() | |
![]() ![]() | RegisterPixelShaderSamplerProperty(String, Type, Int32) | Associates a dependency property with a shader sampler register. |
![]() ![]() | RegisterPixelShaderSamplerProperty(String, Type, Int32, SamplingMode) | Associates a dependency property with a shader sampler register and a SamplingMode. |
![]() | SetCurrentValue(DependencyProperty, Object) | Sets the value of a dependency property without changing its value source. (Inherited from DependencyObject.) |
![]() | SetValue(DependencyProperty, Object) | Sets the local value of a dependency property, specified by its dependency property identifier. (Inherited from DependencyObject.) |
![]() | SetValue(DependencyPropertyKey, Object) | Sets the local value of a read-only dependency property, specified by the DependencyPropertyKey identifier of the dependency property. (Inherited from DependencyObject.) |
![]() | ShouldSerializeProperty(DependencyProperty) | Returns a value that indicates whether serialization processes should serialize the value for the provided dependency property.(Inherited from DependencyObject.) |
![]() | ToString() | Returns a string that represents the current object.(Inherited from Object.) |
![]() | UpdateShaderValue(DependencyProperty) | Notifies the effect that the shader constant or sampler corresponding to the specified dependency property should be updated. |
![]() | VerifyAccess() | Enforces that the calling thread has access to this DispatcherObject.(Inherited from DispatcherObject.) |
![]() | WritePostscript() | |
![]() | WritePreamble() |
| Name | Description | |
|---|---|---|
![]() ![]() | PixelShaderProperty | Identifies the PixelShader dependency property. |
Derive from the ShaderEffect class to implement a custom effect based on a single pixel shader.
The following steps show how to create a custom effect.
Load a PixelShader from precompiled High Level Shading Language (HLSL) bytecode.
Define dependency properties that represent the parameters of the effect and the Brush-based surface inputs. Use one of the RegisterPixelShaderSamplerProperty overloads to associate these inputs with register numbers that are referenced in the HLSL bytecode.
The number of samplers is limited to 4.
The following restrictions apply when using a PS 3.0 shader.
When a PS 3.0 shader is assigned, the number of samplers increases to 8. Assign the PS 3.0 shader before other shaders to enable registering 8 samplers.
The full shader constant register limit of 224 for floats is used. For more information, see ps_3_0.
The following data types are supported in PS 3.0 shaders only. An exception is thrown if these are used in lower shader versions.
int and types convertible to int: uint, byte, sbyte, long, ulong, short, ushort, char
bool
If a valid PS 3.0 shader is loaded on a computer that does not have hardware support for PS 3.0, the shader is ignored. If the shader is invalid, no exception is thrown.
If a computer has more than one video card, the behavior is defined by the least capable video card. For example, if the computer has two video cards, one of which supports PS 3.0 and one of which does not, the behavior is the same as if the computer does not support PS 3.0.
If a computer supports rendering PS 3.0 in hardware, but an invalid PS 3.0 shader is assigned, the InvalidPixelShaderEncountered event is raised. An example of an invalid PS 3.0 shader is one compiled with the ps_3_sw flag. The ShaderEffect class accepts only PS 3.0 shaders that are compiled with the ps_3_0 flag passed to fxc.exe. For more information, see Effect-Compiler Tool.
Note |
|---|
PS 2.0 shaders run when rendering in software. However, even if PS 3.0 is supported by the system's hardware, PS 3.0 shaders do not run during software rendering. |
The following code example shows how to derive from the ShaderEffect class.
using System; using System.Windows; using System.Windows.Media; using System.Windows.Media.Effects; using System.Reflection; namespace ShaderEffectDemo { public class ThresholdEffect : ShaderEffect { private static PixelShader _pixelShader = new PixelShader() { UriSource = MakePackUri("ThresholdEffect.fx.ps") }; public ThresholdEffect() { PixelShader = _pixelShader; UpdateShaderValue(InputProperty); UpdateShaderValue(ThresholdProperty); UpdateShaderValue(BlankColorProperty); } // MakePackUri is a utility method for computing a pack uri // for the given resource. public static Uri MakePackUri(string relativeFile) { Assembly a = typeof(ThresholdEffect).Assembly; // Extract the short name. string assemblyShortName = a.ToString().Split(',')[0]; string uriString = "pack://application:,,,/" + assemblyShortName + ";component/" + relativeFile; return new Uri(uriString); } /////////////////////////////////////////////////////////////////////// #region Input dependency property public Brush Input { get { return (Brush)GetValue(InputProperty); } set { SetValue(InputProperty, value); } } public static readonly DependencyProperty InputProperty = ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(ThresholdEffect), 0); #endregion /////////////////////////////////////////////////////////////////////// #region Threshold dependency property public double Threshold { get { return (double)GetValue(ThresholdProperty); } set { SetValue(ThresholdProperty, value); } } public static readonly DependencyProperty ThresholdProperty = DependencyProperty.Register("Threshold", typeof(double), typeof(ThresholdEffect), new UIPropertyMetadata(0.5, PixelShaderConstantCallback(0))); #endregion /////////////////////////////////////////////////////////////////////// #region BlankColor dependency property public Color BlankColor { get { return (Color)GetValue(BlankColorProperty); } set { SetValue(BlankColorProperty, value); } } public static readonly DependencyProperty BlankColorProperty = DependencyProperty.Register("BlankColor", typeof(Color), typeof(ThresholdEffect), new UIPropertyMetadata(Colors.Transparent, PixelShaderConstantCallback(1))); #endregion } }
The following code example shows a shader that corresponds to the previous ShaderEffect class.
The following XAML shows how to use the custom shader effect.
<Window x:Class="ShaderEffectDemo.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:ShaderEffectDemo" Title="Window1" Height="300" Width="300"> <Window.Resources> <local:ThresholdEffect x:Key="thresholdEffect" Threshold="0.25" BlankColor="Orange" /> </Window.Resources> <Grid Effect="{StaticResource thresholdEffect}"> </Grid> </Window>
for full access to UI resources. Associated enumeration: UIPermissionWindow.AllWindows
Available since 3.0
Silverlight
Available since 3.0
Any public static ( Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.







