Half-Life 2 Shader Fallbacks
From Valve Developer Community
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Introduction
The following a list of the shader fallbacks for the materials shipped with Half-Life 2. For a description of how shader fallbacks are used, see the Material choices and rendering performance in Controlling Geometry Visibility and Compile Times.
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Shader Fallbacks
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LightmappedGeneric
LightmappedGeneric_dx9 | dx9 |
LightmappedGeneric_dx8 | dx8.0/dx8.1 |
LightmappedGeneric_NoBump_DX8 | dx8.0/dx8.1, but only used when mat_reducefillrate 1 is set. Note that this fallback doesn't actually cause the shader code to do anything different, it's only there to allow a .VMT to specify different shader parameters or a fallback material when mat_reducefillrate 1 is set.
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LightmappedGeneric_dx6 | dx6/dx7 |
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VertexLitGeneric
VertexLitGeneric_dx9 | dx9 |
VertexLitGeneric_dx8 | dx8.0/dx8.1 |
VertexLitGeneric_dx7 | dx7 |
VertexLitGeneric_dx6 | dx6 |
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UnlitGeneric
UnlitGeneric_dx9 | dx9 |
UnlitGeneric_dx8 | dx8.0/dx8.1 |
UnlitGeneric_dx6 | dx6/dx7 |
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Refract
Refract_dx90 | dx9 |
Refract_dx80 | dx8.0/dx8.1 |
Refract_dx60 | dx6/dx7: refraction isn't supported under dx6 and dx7, this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under dx6 and dx7.
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UnlitGeneric_dx6 | dx6/dx7: If you neglect to define a fallback shader, unlit generic is used. |
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ShatteredGlass
ShatteredGlass | dx9 |
ShatteredGlass_dx8 | dx8.0/dx8.1 |
ShatteredGlass_dx7 | dx7 |
Wireframe | dx6: Shattered glass isn't supported under dx6. |
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Water
Water_dx90 | dx9 |
Water_dx81 | dx8.1 |
Water_dx80 | dx8.0 |
Water_dx60 | dx7/dx6: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under dx6 and dx7.
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LightmappedGeneric_dx6 | dx7/dx6: This is used if you neglect to define a fallback shader. |
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WorldTwoTextureBlend
WorldTwoTextureBlend | dx9 |
WorldTwoTextureBlend_dx8 | dx8.0/dx8.1 |
WorldTwoTextureBlend_dx6 | dx6/dx7 |
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WorldVertexTransition
WorldVertexTransition_dx9 | dx9 |
WorldVertexTransition_dx8 | dx8.0/dx8.1 |
WorldVertexTransition_dx6 | dx6/dx7 |
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WorldVertexAlpha
WorldVertexAlpha | dx9 |
WorldVertexAlpha_dx8 | dx8.0/dx8.1: Note this shader has no fallbacks to dx7 or below. |
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Cable
Cable | dx8.0/dx8.1/dx9 |
UnlitGeneric_DX6 | dx6/dx7 |
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Eyes
Eyes | dx8.0/dx8.1/dx9 |
Eyes_dx6 | dx6/dx7 |
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Modulate
Modulate | dx8.0/dx8.1/dx9 |
Modulate_dx6 | dx6/dx7 |
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MonitorScreen
MonitorScreen | dx8.0/dx8.1/dx9 |
LightmappedGeneric_dx6 | dx6/dx7 |
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Predator
Predator_dx80 | dx8.0/dx8.1/dx9 |
Predator_dx60 | dx6/dx7: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under dx6 and dx7.
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UnlitGeneric_dx6 | dx6/dx7: This is used if you neglect to define a fallback shader. |
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Sprite
Sprite_dx8 | dx8.0/dx8.1/dx9 |
Sprite_dx6 | dx6/dx7 |
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UnlitTwoTexture
UnlitTwoTexture | dx8.0/dx8.1/dx9 |
UnlitTwoTexture_dx6 | dx6/dx7 |
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WriteZ
WriteZ | dx8.0/dx8.1/dx9 |
WriteZ_dx6 | dx6/dx7 |
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WindowImposter
WindowImposter_dx80 | dx8.0/dx8.1/dx9 |
WindowImposter_dx60 | dx6/dx7: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under dx6 and dx7.
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UnlitGeneric_dx6 | dx6/dx7: This is used if you neglect to define a fallback shader |
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See Also
- DirectX Versions - includes screenshots visually comparing different DirectX levels.
