   Workflow for shaders vs fixed pipeline art
  Heya,I have a game I'm workin on that currently uses DirectX fixed function pipeline rendering.Right now we convert everything to milkshape (.ms3d) format and that's the format the game uses since it supports both static objects as well as animated objects.By popular demand, the artists want a shader engine and I'm inclined to oblige hehe.The workflow for fixed pipeline is easy right now... I just load the models which includes the DX materials and just render and everythings happy.How does the workflow for shader engines work?Do 3d programs (ie C4D, 3ds and maya) generally spit out the source code for shaders that you use inside your engine?  How does that work?Thanks!PS anyone know any good books that talk about using shaders in DX?   