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VertexInstanceWorldPaletteColor Type

Per-instance vertex data for colored skinned hardware instancing: a 4×4 world matrix packed as four Vector4 rows, a per-instance color, and the instance's row offset into the bone-palette texture (stream 1, instanceFrequency = 1).

Matches the SkinnedInstancedColor technique in Shaders/ForwardPbr.fx: the world rows arrive on TEXCOORD1..4, the color on TEXCOORD5 (byte offset 64, the same slot VertexInstanceWorldColor uses), and the palette row on TEXCOORD6 (byte offset 80, Single).

Record fields

Record Field Description

Color

Full Usage: Color

Field type: Vector4

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

Field type: Vector4

PaletteOffset

Full Usage: PaletteOffset

Field type: float32

The instance's row in the bone-palette texture (TEXCOORD6).

Field type: float32

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

VertexInstanceWorldPaletteColor.Create(world, color, paletteOffset)

Full Usage: VertexInstanceWorldPaletteColor.Create(world, color, paletteOffset)

Parameters:
Returns: VertexInstanceWorldPaletteColor

Constructs a per-instance vertex from a world Matrix, a tint Color, and the instance's bone-palette texture row.

world : Matrix
color : Color
paletteOffset : float32
Returns: VertexInstanceWorldPaletteColor

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