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Using your shader in your game

What an engine integration still needs, and when CPU debugging of shader logic is possible.

Current integration boundary#

The shader declaration is C# source. A working game integration also needs compiled stage binaries, matching vertex layouts, resource bindings, and graphics API calls. The repository does not currently provide a complete engine adapter or automatic MGFX generation.

For MonoGame, obtaining HLSL text is only one step toward a valid effect. Godot and Unity have their own shader formats and integration rules; a generated GLSL or HLSL file is not automatically a complete engine shader.

CPU debugging#

C# shader logic can run under the .NET debugger when its types and operations have executable CPU implementations. Metadata-only textures and samplers do not provide that behavior. A CPU run does not reproduce rasterization, derivatives, GPU execution ordering, or driver compilation by itself.

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