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I recently got the idea to try to create a procedural shader system for DirectX 11. This basically entails that one simply throws a mesh at the shader generator and it generates a customized shader for this mesh that suits it perfectly.
I knew it is being done in high-end game engines but I had no idea how one actually does it. I spent quite a lot of time on google trying to find this, but it basically looks like some universal secret even though it actually is quite simple. So I played around with it a bit and I managed to get it to work in the end. So the follow code snippet is the procedure I used for getting it to work, probably a whole load of other ones out there.
Just hope this saves other people the same frustrations I had for a while.

void GenerateShader()
{
        ostringstream shader;

        // Basic Vertex Shader
	shader << "float4 BasicVS( float4 Pos : POSITION ) : SV_POSITION" << endl;
	shader << "{" << endl;
	shader << "	return Pos;" << endl;
	shader << "}" << endl;

        // Basic Pixel Shader
	shader << "float4 BasicPS( float4 Pos : SV_POSITION ) : SV_Target" << endl;
	shader <<"{" << endl;
	shader <<"	return float4( 1.0f, 1.0f, 1.0f, 1.0f );" << endl;
	shader <<"}" << endl;

        // A standard DirectX 10 technique
	shader << "technique10 DefaultTechnique" << endl;
	shader << "{" << endl;
	shader << "	pass p0" << endl;
	shader << "	{" << endl;
	shader << "		SetGeometryShader(NULL);" << endl;
	shader << "		SetVertexShader(CompileShader(vs_4_0, BasicVS()));" << endl;
	shader << "		SetPixelShader(CompileShader(ps_4_0, BasicPS()));" << endl;
	shader << "	}" << endl;
	shader << "}" << endl;         

        // This is where the "magic" is at. Grab the char* from your stringstream
        // and feed it into D3DCompile() along with whatever other parameters you usually send it.
        ID3DBlob* errorBlob;
        unsigned int shaderSize = shader.str().size() * sizeof(char);
        HRESULT hr = D3DCompile(shader.str().c_str(), shaderSize, "none", 0, 0, "DefaultTechnique",
                                          "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &blob_, &errorBlob);
	if( FAILED(hr) )
        {
                OutputDebugStringA( (char*)errorBlob->GetBufferPointer() );
	}
	SAFE_RELEASE( errorBlob );
}

So now all that is left is 99.9% of the work to actually switch case together a shader that supports all the things your different meshes might need.
Maybe I will post something on that later when I manage to make a dent in that daunting task :p

This is a two player co-operative horror game that me and my classmates made as our final project in our Bachelors education in Computer Science. We also competed in the Swedish Game Awards -09 with this game.

My role in this project was as the Project Leader and the 3D Engine programmer. Since we have had bad experiences with existing 3D Engines I decided to start creating my own 3D engine for the game about 6 months before we started working on the actual game. As of the end of march 2009 the engine consisted of 12,000 LOC.

Other than this I also worked on modelling the house (which was made in 3D Studio Max) and spent much time completing our in-house Collada parser.

Featuring Walking on terrain, multi-textured terrain, Phong shading and a basic particlesystem.

The project was made with C++ and DirectX 9.0c