At first, I thought that mean shader script (hlsl - high level shader language) is automatically generated.
Yes, that's what it means. Ogre 2.1 generates HLSL automatically for you to handle stuff like PBS (Physically Based Shading) and Unlit materials (no lighting - e.g. particle FXs, billboards, GUI).
We don't automatically generate postprocessing shader code (like HDR, Bloom, radial blur, etc), but we provide examples for you to copy paste and integrate in your application (hence the Postprocessing sample)
123iamking wrote:But now, I see that in the tutorial these script still have to be written by hand - no automatically.
What gave you that impression?
Taking a quick look at your posts, you asked a question about
Sample_TutorialCompute01_UavTextures.
Perhaps what confused you is that this sample explains how to use Compute and UAVs in Ogre. But this is an advanced topic, for those wanting to write compute shaders that interface with Ogre.
Those who "don’t like fiddling with writing your own shaders" like artists and non-graphics programmer don't really have to look at this sample at all. Just ignore it.
Ogre comes with a set of components (HlmsPbs and HlmsUnlit) that will satisfy most, if not all, of your needs graphics needs. But it's also flexible that can be customized by writing your own shaders.