Original Post
Hi All, Currently I am working on my graphics engine's material system. My initial thoughts are that each material will be represented by XML file that will refer to a FX file having pixel and vertex shader. The XML file also having variables(Shader's global variables)along with values that should be used by the shader in order to render the material.Basically it's kind of material instancing in which different values are seted to produce different results.During rendering, scene geometry will be grouped by the Shader i.e for each group in GeomertyGroups setShader(i) RenderGeometryGroup(i) Is this the suitable material system design for current generation engines.? Please, provide your thoughts/inputs for additional design considerations. Link to a article for material system design of modern game engine will also be helpful. Thanks and Regards, Skynet_7777.