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    Assets


    Assets

    An asset is an item that represents an element in Evergine Studio and can be used in your project. It can represent visual or graphic elements like 3D models, textures, or more abstract engine elements like sampler states, materials, and render layers.

    Types of Assets

    Here is a summary of different asset types.

    Assets with Resource Files

    Some assets are created using external applications, like 3ds Max, Blender, or Photoshop.

    These assets are resource files that can be imported into Evergine Studio and used in your project, either by the Studio or directly by code.

    Here are the assets with resource files that Evergine currently supports.

    Asset Description Supported File Extensions
    Texture Image file used as a texture graphic resource. .jpg, .jpeg, .png, .bmp, .tga, .ktx, .dds, .hdr
    Model 3D model with geometry, animation, and material information. .gltf, .glb, .fbx, .3ds, .obj, .dae
    Sound Audio file used for music and sound effects .wav, .mp3, .ogg
    File Any file that does not satisfy the previous formats Any other file.
    Font Font file used as a font graphic resource .ttf, .otf

    Assets Created Only by Evergine

    However, some assets represent just abstract elements that can only be created by Evergine Studio, some of them even by code. These don't have any external associated resource file. Some of these assets have a complex folder structure, while others are more basic.

    Asset Description
    Scene Main Evergine asset. It defines an entity graph that populates a scene and also defines their components.
    Effect Contains a HLSL shader. It automatically translates to other shading languages like GLSL. They are also flavored with custom attributes and annotations for better integration.
    Post Processing Graph Defines a visual post-processing graph node, using compute shaders for effects like anti-aliasing, tone mapping, SSAO, and many others.
    Material Represents how a geometry is rendered. It references an Effect asset and describes its parameters like textures and values.
    Prefab Contains an entity hierarchy that can be instanced in any scene.
    Render Layer Contains Rasterizer, Blending, Depth, and Stencil information. Every material needs a Render Layer asset.
    Sampler State Element that represents a texture sampler state description, like filtering, clamping, or wrapping information.

    In This Section

    • Create Assets
    • Edit Assets
    • Export Assets
    • Use Assets
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