from what i have seen, nvidias cgtoolkit seems to be tailored for opengl? (just a guess, i only took a quick look at all the nice example effects...) i assume if you compile a cg shader to assembler you just have to create an .fx file manually which sets up all the matrices and constants so that they fit to the generated assembler parts. but i have never tried that...
i prefer trying to understand what the shader does and rewriting it for a6 from scratch. but i didn't have much success so far!
i am still quite a beginner...
what i did with the ati grass shader:
for the pixelshader part i simply took
this shader i already had. it's great for all kinds of vegetation. it's the first shader i ever did (it's very simple. basically it's just the cnd line!
).
the ati shaders don't use .fx files. i simply took the vertex assembler part and then i created an effect string which sets up all the matrices and constants correctly. some adaptations were necessary because vecTime is a little different to the time the ati shader uses. the animation was much too fast. additionally i added fog because i think every shader should react to the fog settings of the level.