Forces Z-order to be taken from shader directives.
public:
void SetPixelShaderDepthForceZOrderX(
BOOL ForceOrder
)
ForceOrder
Type: BOOLÂ
[in] Set as TRUE to force Z-order to be shader-defined.
Type: voidÂ
Some rendering passes may benefit from RE_Z order in the pixel shader. RE_Z denotes when a depth test is performed before and after the pixel shader is run. Performing a depth test before and after the pixel shader is run shows benefits on items such as foliage, grass, and alpha-tested billboard geometry, especially when writing into a fat GBuffer, or if the pixel shader is sufficiently long (greater than 1500 clock cycles).
The following shader #defines enforce one of the four available modes on the shader:
Header: Declared in d3d12_x.h.
Library: Use d3d12_x.lib.