The DirectX Shader material uses FX files. An FX file defines a DirectX (DX9 or DX11) shader. It is a text file created using the Higher-Level Shading Language (HLSL) standard.
By default, DirectX shaders, including FX files, are saved in \maps\fx\ in the 3ds Max program directory.
The DirectX Shader material gives you access to ShaderFX, which lets you create hardware shader trees and save them as HLSL, CGFX, or GLSL files. You can save HLSL files with an FX file name extension, which makes them available to the DirectX Shader material.
The Quicksilver Hardware renderer can render DirectX materials that use FX files or ShaderFX trees.
Typically FX shaders are coded to use a specific number of lights: usually just a single light. If the FX file you open is coded this way, the shader-specific rollouts display a control that lets you pick the light to use. For example:
XMSL shaders, on the other hand, are not coded to use specific lights, so they use all active lights in the scene.
When you assign a map to a mappable component of a DirectX shader, you can choose from among these map types:
Shows all the file types listed in the remainder of this list.
When you open a Photoshop PSD file that contains layers, 3ds Max displays a dialog that lets you choose to either collapse the layers and display the composited image, or use just a single layer.
Use this menu to choose the DirectX method:
While Use ShaderFX is on, the ShaderFX node tree overrides the current FX or XMSL shader.
The Stingray shader, like ShaderFX, uses the ShaderFX editor.
While HLSL File is active, click this button to display a file dialog that lets you open a shader. By default, the FX format (Direct3D Effects) is active and the shader is standardfx11.fx.
While HLSL File is active, click this button to reload the active shader file. To update a shader file, you can edit it and then click Reload. You don't have to restart 3ds Max to see the effect of the changes to the shader.
The rollouts that appear below the DirectX Shader rollout and above the Technique rollout are the interface to the shader you chose. These rollouts are specific to each shader.
Parameters for the default10.fx shader
An FX file can contain more than one shader. When you open one of these, the Technique rollout has a drop-down list that lets you choose which shader the material will use.
Specifies a material that controls software shading and rendering of objects to which the DirectX Shader material is applied. Nitrous and Legacy Direct3D viewports use DX shading. OpenGL viewports do not. Renderings other than the Quicksilver hardware renderer use software shading.
Usually you will want to choose a material that clearly identifies which objects in your scene have the DirectX Shader material applied.
If DirectX is not available on your system, but you assign the DirectX Shader material anyway (by using the Material/Map Browser's Incompatible option), this is the only rollout that appears in the Material Editor.