\(
\newcommand{\P}[]{\unicode{xB6}}
\newcommand{\AA}[]{\unicode{x212B}}
\newcommand{\empty}[]{\emptyset}
\newcommand{\O}[]{\emptyset}
\newcommand{\Alpha}[]{Α}
\newcommand{\Beta}[]{Β}
\newcommand{\Epsilon}[]{Ε}
\newcommand{\Iota}[]{Ι}
\newcommand{\Kappa}[]{Κ}
\newcommand{\Rho}[]{Ρ}
\newcommand{\Tau}[]{Τ}
\newcommand{\Zeta}[]{Ζ}
\newcommand{\Mu}[]{\unicode{x039C}}
\newcommand{\Chi}[]{Χ}
\newcommand{\Eta}[]{\unicode{x0397}}
\newcommand{\Nu}[]{\unicode{x039D}}
\newcommand{\Omicron}[]{\unicode{x039F}}
\DeclareMathOperator{\sgn}{sgn}
\def\oiint{\mathop{\vcenter{\mathchoice{\huge\unicode{x222F}\,}{\unicode{x222F}}{\unicode{x222F}}{\unicode{x222F}}}\,}\nolimits}
\def\oiiint{\mathop{\vcenter{\mathchoice{\huge\unicode{x2230}\,}{\unicode{x2230}}{\unicode{x2230}}{\unicode{x2230}}}\,}\nolimits}
\)
High Level Shading Language (HLSL) is the shading language used in DirectX. It is used in Unity and Unreal.
Usage
Minor differences between GLSL and HLSL
float4 instead of vec4. This is odd since OpenCL also uses float4.
lerp instead of mix.
Graphics Pipeline
DirectX12 Pipeline
Vertex Shader
Tesselation Shader
Geometry Shader
Fragment Shader