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VertexInstanceWorldColor Type

Per-instance vertex data for colored hardware instancing: a 4×4 world matrix packed as four Vector4 rows plus a per-instance color (stream 1, instanceFrequency = 1).

Matches the InstancedColor techniques in Shaders/ForwardPbr.fx and Shaders/Instanced.fx: the world rows arrive on TEXCOORD1..4 (the same VertexInstanceWorld contract) and the color on TEXCOORD5. Usage indices 1–5 avoid TEXCOORD0 (owned by the mesh's own texture coords on stream 0). A user effect inside a beginEffect scope may declare float4 InstanceColor : TEXCOORD5 in its Instanced technique to read the color.

Record fields

Record Field Description

Color

Full Usage: Color

Field type: Vector4

Per-instance color multiplier (normalized RGBA, TEXCOORD5).

Field type: Vector4

Row0

Full Usage: Row0

Field type: Vector4

Row 0 of the per-instance world matrix (M11, M12, M13, M14).

Field type: Vector4

Row1

Full Usage: Row1

Field type: Vector4

Row 1 of the per-instance world matrix (M21, M22, M23, M24).

Field type: Vector4

Row2

Full Usage: Row2

Field type: Vector4

Row 2 of the per-instance world matrix (M31, M32, M33, M34).

Field type: Vector4

Row3

Full Usage: Row3

Field type: Vector4

Row 3 of the per-instance world matrix (M41, M42, M43, M44).

Field type: Vector4

Static members

Static member Description

VertexInstanceWorldColor.Create(world, color)

Full Usage: VertexInstanceWorldColor.Create(world, color)

Parameters:
Returns: VertexInstanceWorldColor

Constructs a per-instance vertex from a world Matrix and a tint Color.

world : Matrix
color : Color
Returns: VertexInstanceWorldColor

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