I've read this DirectX 11 tutorial on VS2015 (http://www.rastertek.com/dx11s2tut04.html), and found out that the author compiles the vertex and pixel shader separately, using the .vs file and .ps file respectively.
And I also found out that in the book "3D Game Programming with DirectX 11" the author use .fx file to organize the shaders throughout the book.
Which method should I use to develop my direct3D program with the latest version of Windows SDK, I wonder? Since I've heard that the Effects11 framework might be deprecated in the future.