Drop-in mgfxc Replacement

ShadowDusk's CLI tool is a transparent substitute for MonoGame's mgfxc: same positional arguments, the same .mgfx output format, the same exit codes, and MGCB-parseable error messages on stderr. A build step that shells out to mgfxc can call it instead with zero downstream changes — though MGCB itself compiles in-process and cannot be redirected to it (see the warning below).

Install

dotnet tool install --global ShadowDusk.Cli

This registers a ShadowDuskCLI command.

Usage

ShadowDuskCLI <SourceFile> <OutputFile> [options]

Output is positional — <SourceFile> then <OutputFile>. There is no /Output: flag. See the full CLI Reference for every flag.

# Compile for OpenGL
ShadowDuskCLI MyShader.fx MyShader.mgfx /Profile:OpenGL

# Compile for DirectX 11 (the CLI default profile)
ShadowDuskCLI MyShader.fx MyShader.mgfx /Profile:DirectX_11

Default profile: with no /Profile, the CLI defaults to DirectX_11 (matching mgfxc). Note this differs from the library default (CompilerOptions.Target = OpenGL). See Parameters & Caveats.

Replacing the content pipeline entirely: .xnb output

Name an .xnb output path and ShadowDusk writes the whole content-pipeline file itself — the container Content.Load<Effect>("MyShader") reads — so your game's loading code does not change at all and MGCB never runs:

ShadowDuskCLI MyShader.fx Content/MyShader.xnb /Profile:OpenGL

No flag selects this: the output extension is the whole switch, and any other extension gets the raw effect bytes exactly as before. The effect payload inside the container is byte-for-byte the .mgfx the same invocation would write. Drop the file where your mgfxc-built .xnb used to sit; the asset name is the file name, and no companion file is needed. (From the library, the same thing is result.Value.ToXnb().)

Warning

Name the profile. With no /Profile: the CLI defaults to DirectX_11 (mgfxc parity), so ShadowDuskCLI MyShader.fx Content/MyShader.xnb writes a WindowsDX effect, and a DesktopGL game fails at Content.Load<Effect> with "This MGFX effect was built for a different platform!" (KNI: "Effect profile 'DirectX_11' is not compatible with the graphics backend 'OpenGL'."). The CLI prints warning SD0029 when an .xnb is written with the implicit default; passing any /Profile: (or --target-runtime) silences it.

The XNB platform identifier is derived from the profile you already chose:

/Profile: (or --target-runtime) XNB platform byte Runtimes that accept it
OpenGL (monogame-gl, monogame-gl-v11, kni-knifx) 'd' (DesktopGL) MonoGame DesktopGL / Android / iOS / macOS / Web, KNI (every GL platform)
DirectX_11 (monogame-dx) — the CLI default 'w' (Windows) MonoGame WindowsDX, KNI WinForms.DX11
DirectX_12 'G' MonoGame WindowsDX12 (3.8.5+)
Vulkan 'V' MonoGame DesktopVK (3.8.5+)
FNA (fna) 'w' FNA (the only byte in FNA's list that MonoGame also accepts; the payload is the .fxb)

Every runtime checks the byte only for membership in its whitelist, never against the platform actually running (measured on MonoGame, KNI and FNA), so one /Profile:OpenGL .xnb serves DesktopGL, Android, iOS, macOS and Web alike — an mgcb Android build would say 'a' where ShadowDusk says 'd', and it does not matter.

If the file loads on the wrong runtime, the message names neither the profile nor ShadowDusk. What each one means:

Content.Load<Effect> says What happened
This MGFX effect was built for a different platform! (MonoGame) a DirectX_11 .xnb (the CLI default) in a DesktopGL / Android / iOS / macOS game — recompile with /Profile:OpenGL
Effect profile 'DirectX_11' is not compatible with the graphics backend 'OpenGL'. (KNI 4.3) the same, on KNI
MOJOSHADER_compileEffect Error: Not an Effects Framework binary (FNA) a MonoGame .mgfx .xnb in an FNA game — FNA loads the fx_2_0 .fxb, so use /Profile:FNA
This effect seems to be for a newer version of KNI. / This effect is an unsupported effect format. (KNI) an MGFX v11 .xnb (--target-runtime monogame-gl-v11) on KNI, which reads v10 and KNIFX only
FileLoadException: The given assembly name was invalid. (KNI ≤ 4.2.9001) a stock MonoGame-mgcb .xnb, not a ShadowDusk one: KNI 4.2's reader-name resolver rejects mgcb's type-reader manifest; ShadowDusk's .xnb carries the XNA-4.0 name and loads

Proven at rung 4 on MonoGame (WindowsDX and DesktopGL), KNI (4.2.9001 and 4.3.9001, MGFX v10 and KNIFX payloads) and FNA (26.06): a real ContentManager.Load<Effect> on the ShadowDusk-written file renders pixel-identical to the reference build on every one of them (validation/XnbContentLoad, XnbContentLoadGl, KniXnbContentLoad, and the .xnb arm of FnaValidation).

Replacing mgfxc in a build

  1. Explicit invocation (the one that works everywhere). Call ShadowDuskCLI directly from your build script / Makefile / CI step. Because the flags, output, and exit codes match mgfxc's, nothing downstream needs to know it swapped tools.
  2. PATH override, for a build step that genuinely launches a process named mgfxc: expose ShadowDusk's CLI under that name (a renamed copy/symlink of a published build, or a wrapper script forwarding to ShadowDuskCLI) ahead of MonoGame's on PATH — such scripts look for the name mgfxc, not ShadowDuskCLI, so the installed tool command alone is not picked up.
Warning

The PATH override does not work for MGCB. It was documented as the shipping MGCB integration until 2026-07-28, when measurement showed dotnet mgcb (3.8.2.1105, 3.8.4.1, and 3.8.5 alike) compiles .fx in-process and never launches an external mgfxc — so there is no process for the alias to intercept. For MGCB, use the content-processor plugin (ShadowDusk.MgcbPlugin), which MGCB loads via /reference: and runs in its own process. Explicit CLI invocation and runtime compilation still work too.

Why it works where mgfxc can't

mgfxc depends on fxc.exe from the DirectX SDK and only runs on Windows. ShadowDusk runs the faithful pipeline — DXC → SPIR-V → SPIRV-Cross → GLSL for OpenGL, and vkd3d-shader → DXBC for DirectX — on Linux, macOS, and Windows. The DirectX path uses vkd3d-shader (cross-platform) rather than DXC, because DXC only emits SM6 DXIL while MonoGame's DX11 runtime loads DXBC (SM ≤ 5); see DirectX DXBC (vkd3d) Path.

Output equivalence. ShadowDusk's .mgfx is behaviorally equivalent to mgfxc's — it loads in the same Effect and renders the same pixels — not byte-for-byte equal. Determinism is ShadowDusk's own (same version + source + target → same bytes).