These ones are useful for compiling vertex and pixel shaders (for pbKit):
Name: Cg (vs)
Command: cgc.exe
Folder: %d
Parameters: -profile vs_1_1 -o %n.vsh %n.cg
Shortcut: F1 (select field and press F1)
Save: All files
This tool will modify the current file: Yes
Name: Vsa
Command: vsa.exe
Folder: %d
Parameters: /nologo /Vd /Fh %n.h %n.vsh
Shortcut: F2 (select field and press F2)
Save: All files
This tool will modify the current file: Yes
Name: Cg (ps)
Command: cgc.exe
Folder: %d
Parameters: -profile ps_1_1 -o %n.psh %n.cg
Shortcut: F3 (select field and press F3)
Save: All files
This tool will modify the current file: Yes
Name: Psa
Command: psa.exe
Folder: %d
Parameters: /nologo /Vd /Fh %n.h %n.psh
Shortcut: F4 (select field and press F4)
Save: All files
This tool will modify the current file: Yes
If you create vs.cg, select it and press F1 (.cg=>.vsh) & F2 (.vsh=>.h)
If you create ps.cg, select it and press F3 (.cg=>.psh) & F4 (.psh=>.h)
Take look at vs.vsh to see in which register each vertex data is expected
You can select any of the file (.cg, .vsh, .psh or .h) and press F1,F2,F3 or F4.
If selected file is result of compilation/assembly, its contents is refreshed automatically.