Tips and tricks for using ShaderFX

Ubershader preset

The UberShaderGraph.sfx graph is available under the presets/ShaderFX/Scenes folder of your installation directory. You can use this graph with all of OpenGL, OpenGL Core Profile and DirectX 11. Some features, however, such as tessellation, is only available in the OpenGL Core Profile or DirectX 11 modes. It is comparable to the AutodeskUberShader.fxo shader that is used with the DirectX 11 Shader that you create in the Hypershade.

To load this shader graph, do as follows:

  1. Create a Shaderfx Shader material, then click Open ShaderFX to open the ShaderFX Editor.
  2. Select File > Import Graph from the ShaderFX Editor menu and navigate to the UberShaderGraph.sfx file in the presets/ShaderFX/Scenes folder.

Working with UV sets

To select a UV set for use with a Texture Map node or a UV Set node, use either of these attributes in the ShaderFX Attribute Editor. If you use the default UV set names created by Maya, then use the UVs / UV set index attribute. If you use custom UV set names, then you must use the UVs / UV Set Name attribute.

Using default UV set names

  1. By default, your UV sets are named as follows, in the following order:

    • map1
    • uvSet
    • uvSet1
    • uvSet2
    • and so forth

    If you use the default UV set names, then use the UVs / UV set index to select your UV set. For example, index 0 selects map1, index 1 selects uvSet and so forth.

Using custom UV set names

  1. Rename your UV Sets using the UV Set Editor (Create UVs > UV Set Editor).
  2. Specify your custom UV set name in the UVs / UV set Name field.

Exporting ShaderFX nodes with FBX

If you export your scene as an FBX file, note that FBX does not support the export of the ShaderFX Primitive Variable node attributes.