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FX Composer 2.5 is a powerful shader authoring too with tons of features. Its features include: Major user interface improvements DirectX 10 support, including geometry shaders and stream out. Visual Styles - the ability to create, define, and export multiple looks for a model. Particle systems Support for the NVIDIA Shader Debugger Remote control over TCP/IP Unified Importing of Models Improved Performance And more! The release also bundles mental millâ„¢ Artist Edition, which allows you to author shaders visually by connecting nodes. You can export shaders from mental millâ„¢ Artist Edition to FX Composer, where you can apply them to real-world geometry and perform more complex operations. FX Composer has an extensive set of capabilities. These include Shader Library integration, ShaderPerf analysis, animation support, COLLADA support, scripting, effect and project wizards, customizable toolbars and layouts, and much more. This will run on Windows 10

FX Composer
Jdawgg25 Author

Check out Catalin Zima's review on FX Composer on his blog here: Catalinzima.com

You can download FX Composer for Windows 10 here as well: 10appstore.net

FX Composer FAQ: Nvidia.com

Another Tutorial: Blog.csdn.net

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Jdawgg25 Author

FX Composer is no longer in active development and will not receive any further updates. Version 2.5 is the final release of this product. I mainly use it for my XNA and MonoGame projects. FX Composer (similar to ATI's RenderMonkey) is completely free. It provides a visual development environment for creating shaders. You can use these shaders in XNA, but the transfer is not automatic. In XNA, you'll need to set the program constants that are used by your shaders. And add code to handle things like rendering multiple passes or rendering to textures and using those textures for something else. You'll basically need to write your XNA program to behave like composer. You can also refer to NVIDIA Nsight Visual Studio Edition for your shader debugging/profiling/authoring needs: Developer.nvidia.com

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