The DirectX 11 [writing custom shaders]() tutorial demonstrates how to write your own pixel shaders for SpriteBatch. The actual sample there is 'redundant' because of PostProcess, but it's still a good lesson.
I had originally assumed if you did that lesson you'd know what to do for DX12, but I should add a DX12 tutorial to address the issues of root signatures, the different way you need to create your own PSO for SpriteBatch, and FXC.EXE vs. DXC.EXE.
The DirectX 11 [writing custom shaders]() tutorial demonstrates how to write your own pixel shaders for SpriteBatch. The actual sample there is 'redundant' because of
PostProcess
, but it's still a good lesson.I had originally assumed if you did that lesson you'd know what to do for DX12, but I should add a DX12 tutorial to address the issues of root signatures, the different way you need to create your own PSO for SpriteBatch, and FXC.EXE vs. DXC.EXE.