Half-Life 2 Shader Fallbacks
From Valve Developer Community
This is list of the shader fallbacks that shipped with Half-Life 2. See Material optimization and DirectX Versions for more details.
Contents |
LightmappedGeneric
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LightmappedGeneric_HDR_DX9 - DX9 with HDR
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LightmappedGeneric_DX9 - DX9
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LightmappedGeneric_DX8 - DX8.0, DX8.1
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LightmappedGeneric_NoBump_DX8 - DX8.0, DX8.1, but only used when
mat_reducefillrate 1is set (usually by dxsupport.cfg). Note that this fallback doesn't actually cause the shader code to do anything different, it's only there to allow a material to specify different parameters. -
LightmappedGeneric_DX6 - DX6, DX7
VertexLitGeneric
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VertexLitGeneric_HDR_DX9 - DX9 with HDR
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VertexLitGeneric_DX9 - DX9
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VertexLitGeneric_DX8 - DX8.0, DX8.1
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VertexLitGeneric_DX7 - DX7
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VertexLitGeneric_DX6 - DX6
UnlitGeneric
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UnlitGeneric_DX9 - DX9
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UnlitGeneric_DX8 - DX8.0, DX8.1
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UnlitGeneric_DX6 - DX6, DX7
Refract
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Refract_DX90 - DX9
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Refract_DX80 - DX8.0, DX8.1
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Refract_DX60 - DX6, DX7: refraction isn't supported under DX6 and DX7, this fallback shader is only defined to allow you to use the
$fallbackmaterialfeature to cause the material system to use a different material under DX6 and DX7. -
UnlitGeneric_DX6 - DX6, DX7: If you neglect to define a fallback shader, unlit generic is used.
ShatteredGlass
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ShatteredGlass - DX9
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ShatteredGlass_DX8 - DX8.0, DX8.1
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ShatteredGlass_DX7 - DX7
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Wireframe - DX6: Shattered glass isn't supported under DX6.
Water
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Water_HDR_DX90 - DX9 with HDR
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Water_DX90 - DX9
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Water_DX81 - DX8.1
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Water_DX80 - DX8.0
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Water_DX60 - DX7/DX6: this fallback shader is only defined to allow you to use the
$fallbackmaterialfeature to cause the material system to use a different material under DX6 and DX7. -
LightmappedGeneric_DX6 - DX7/DX6: This is used if you neglect to define a fallback shader.
WorldTwoTextureBlend
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WorldTwoTextureBlend - DX9
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WorldTwoTextureBlend_DX8 - DX8.0, DX8.1
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WorldTwoTextureBlend_DX6 - DX6, DX7
WorldVertexTransition
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WorldVertexTransition_DX9 - DX9
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WorldVertexTransition_DX8 - DX8.0, DX8.1
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WorldVertexTransition_DX6 - DX6, DX7
WorldVertexAlpha
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WorldVertexAlpha - DX9
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WorldVertexAlpha_DX8 - DX8.0, DX8.1: Note this shader has no fallbacks to DX7 or below.
Cable
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Cable - DX8.0, DX8.1, DX9
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UnlitGeneric_DX6 - DX6, DX7
Eyes
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Eyes - DX8.0, DX8.1, DX9
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Eyes_DX6 - DX6, DX7
Modulate
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Modulate - DX8.0, DX8.1, DX9
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Modulate_DX6 - DX6, DX7
MonitorScreen
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MonitorScreen - DX8.0, DX8.1, DX9
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LightmappedGeneric_DX6 - DX6, DX7
Predator
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Predator_DX80 - DX8.0, DX8.1, DX9
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Predator_DX60 - DX6, DX7: this fallback shader is only defined to allow you to use the
$fallbackmaterialfeature to cause the material system to use a different material under DX6 and DX7. -
UnlitGeneric_DX6 - DX6, DX7: This is used if you neglect to define a fallback shader.
Sprite
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Sprite_DX8 - DX8.0, DX8.1, DX9
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Sprite_DX6 - DX6, DX7
UnlitTwoTexture
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UnlitTwoTexture - DX8.0, DX8.1, DX9
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UnlitTwoTexture_DX6 - DX6, DX7
WriteZ
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WriteZ - DX8.0, DX8.1, DX9
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WriteZ_DX6 - DX6, DX7
WindowImposter
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WindowImposter_DX80 - DX8.0, DX8.1, DX9
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WindowImposter_DX60 - DX6, DX7: this fallback shader is only defined to allow you to use the
$fallbackmaterialfeature to cause the material system to use a different material under DX6 and DX7. -
UnlitGeneric_DX6 - DX6, DX7: This is used if you neglect to define a fallback shader
