Shaders in Dev\: Difference between revisions

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(These shader sources can be found in the modern SDK (some were added with TF2 source code, others were there already))
 
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*[[LightmappedGeneric]] is used for 77 materials.
*[[LightmappedGeneric]] is used for 77 materials.
*[[Shaders_in_Nature\#LightmappedGeneric_DX6|LightmappedGeneric_DX6]] is used for the <code>dev_monitor.vmt</code> material (as a fallback shader for the ''LightmappedGeneric'' shader).
**[[LightmappedGeneric_DX6]] is used for the <code>dev_monitor.vmt</code> material (as a fallback shader for the ''LightmappedGeneric'' shader).
*[[Water (shader)|Water]] is used for 10 materials.
*[[Water (shader)|Water]] is used for 10 materials.
*[[Shaders_in_Nature\#Water_DX60|Water_DX60]] is used for 10 materials (as a fallback shader for the ''Water'' shader).
** Water_DX60 is used for 10 materials (as a fallback shader for the ''Water'' shader).
*[[Shaders_in_Nature\#Water_DX90|Water_DX90]] is used for the <code>dev_water3.vmt</code> material (as a fallback shader for the ''Water'' shader).
** Water_DX90 is used for the <code>dev_water3.vmt</code> material (as a fallback shader for the ''Water'' shader).
*[[UnlitTwoTexture]] is used for 10 materials.
*[[UnlitTwoTexture]] is used for 10 materials.
*[[UnlitGeneric]] is used for 6 materials.
*[[UnlitGeneric]] is used for 6 materials.
*[[Shaders_in_Nature\#WorldVertexTransition|WorldVertexTransition]] is used for the <code>dev_blendmeasure.vmt</code> and <code>dev_blendmeasure2.vmt</code> materials.
*[[WorldVertexTransition]] is used for the <code>dev_blendmeasure.vmt</code> and <code>dev_blendmeasure2.vmt</code> materials.
*[[VertexLitGeneric]] is used for the <code>dev_measureice01.vmt</code> material.
*[[VertexLitGeneric]] is used for the <code>dev_measureice01.vmt</code> material.


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===BlurFilterX===
===BlurFilterX===
* Used by the materials <code>blurfilterx.vmt</code> and <code>blurfilterx_nohdr.vmt</code> only.  
* Used by the materials <code>blurfilterx.vmt</code> and <code>blurfilterx_nohdr.vmt</code> only.  
* Not defined by released mod code, but materials are referred to.  
* Can be found in [[Source SDK 2013]] source code.
* Used to horizontally blur the screen. One of two blur passes for Bloom.
* Used to horizontally blur the screen. One of two blur passes for Bloom.


===BlurFilterY===
===BlurFilterY===
* Used by the materials <code>blurfiltery.vmt</code>, <code>blurfiltery_nohdr.vmt</code> and <code>blurfiltery_and_add_nohdr.vmt</code> only.
* Used by the materials <code>blurfiltery.vmt</code>, <code>blurfiltery_nohdr.vmt</code> and <code>blurfiltery_and_add_nohdr.vmt</code> only.
* Not defined by released mod code, but materials are referred to.  
* Can be found in Source SDK 2013 source code.
* Used to vertically blur the screen. One of two blur passes for Bloom.
* Used to vertically blur the screen. One of two blur passes for Bloom.


===Downsample===
===Downsample===
* Used in only one material: <code>downsample.vmt</code>
* Used in only one material: <code>downsample.vmt</code>
* Not found in released mod code (but materials possibly containing it are referred to).
* Can be found in [[Source SDK 2013 MP]] source code.
* Downsamples the framebuffer (likely 4x). Used as first pass of Bloom.
* Downsamples the framebuffer (likely 4x). Used as first pass of Bloom.


===Downsample_nohdr===
===Downsample_nohdr===
* Used in only one material: <code>downsample_non_hdr.vmt</code>
* Used in only one material: <code>downsample_non_hdr.vmt</code>
* Not found in released mod code.
* Can be found in Source SDK 2013 MP source code.
* Downsamples the framebuffer (likely 4x). Used as first pass of Bloom.
* Downsamples the framebuffer (likely 4x). Used as first pass of Bloom.
* Unsure of the difference between this and the previous ''Downsample'' shader.
* Unsure of the difference between this and the previous ''Downsample'' shader.
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===floattoscreen===
===floattoscreen===
* Used by the materials <code>copyfullframefb.vmt</code> and <code>copyfullframefb_vanilla.vmt</code> only.
* Used by the materials <code>copyfullframefb.vmt</code> and <code>copyfullframefb_vanilla.vmt</code> only.
* Not found in released mod code.
* Can be found in Source SDK 2013 MP source code.
* Probably something to do with bloom shading.
* Probably something to do with bloom shading.


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* Used in only one material: <code>floattoscreen_combine.vmt</code>
* Used in only one material: <code>floattoscreen_combine.vmt</code>
* Material referred to in <code>src\cl_dll\view_scene.cpp</code>.
* Material referred to in <code>src\cl_dll\view_scene.cpp</code>.
* Can be found in Source SDK 2013 MP source code.
* Probably something to do with bloom.
* Probably something to do with bloom.


===floatcombine_autoexpose===
===floatcombine_autoexpose===
* Used in only one material: <code>floattoscreen_combine_autoexpose.vmt</code>
* Used in only one material: <code>floattoscreen_combine_autoexpose.vmt</code>
* Not found in released mod code.
* Can be found in Source SDK 2013 MP source code.
* Probably something to do with bloom.
* Probably something to do with bloom.


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===MonitorScreen===
===MonitorScreen===
* Used in only one material: <code>dev_tvmonitor2a.vmt</code>
* Used in only one material: <code>dev_tvmonitor2a.vmt</code>
* Not found in released mod code.
* Can be found in Source SDK 2013 MP source code.


===sample4x4===
===sample4x4===
* Used in 6 materials.
* Used in 6 materials.
* Not found in released mod code.
* Can be found in Source SDK 2013 MP source code.


===sample4x4_blend===
===sample4x4_blend===
* Used by the materials <code>blendfb0.vmt</code> and <code>blendfb1.vmt</code>.
* Used by the materials <code>blendfb0.vmt</code> and <code>blendfb1.vmt</code>.
* Not found in released mod code.
* Can be found in Source SDK 2013 MP source code.


===screenspace_general===
===screenspace_general===
* Used by the materials <code>lumcompare.vmt</code> and <code>no_pixel_write.vmt</code>.
* Used by the materials <code>lumcompare.vmt</code> and <code>no_pixel_write.vmt</code>.
* Not found in released mod code.
* Allows custom pixel shader to be set if the VMT
* Standard vertex shader used by post-processing effects
* Released in Source 2007 Code


===WindowImposter===
===WindowImposter===
* Used in only one material: <code>dev_windowportal.vmt</code>
* Used in only one material: <code>dev_windowportal.vmt</code>
* Not found in released mod code.
* Can be found in Source SDK 2013 MP source code.




[[Category: Shaders]]
[[Category: Shaders]]

Latest revision as of 14:28, 30 June 2025

The Dev\ folder of Source Materials.gcf contains the following shaders:

  • LightmappedGeneric is used for 77 materials.
    • LightmappedGeneric_DX6 is used for the dev_monitor.vmt material (as a fallback shader for the LightmappedGeneric shader).
  • Water is used for 10 materials.
    • Water_DX60 is used for 10 materials (as a fallback shader for the Water shader).
    • Water_DX90 is used for the dev_water3.vmt material (as a fallback shader for the Water shader).
  • UnlitTwoTexture is used for 10 materials.
  • UnlitGeneric is used for 6 materials.
  • WorldVertexTransition is used for the dev_blendmeasure.vmt and dev_blendmeasure2.vmt materials.
  • VertexLitGeneric is used for the dev_measureice01.vmt material.


Dedicated Shaders

The following shaders are more or less exclusively used for this folder. Many of them have to do with bloom shading.

BaseTimesMod2xEnvMap

  • Used in only one material: dev_camo.vmt
  • Not found in released mod code.

Bloom

  • Used in only one material: bloom.vmt
  • Final pass for Bloom post-process shader.

BlurFilterX

  • Used by the materials blurfilterx.vmt and blurfilterx_nohdr.vmt only.
  • Can be found in Source SDK 2013 source code.
  • Used to horizontally blur the screen. One of two blur passes for Bloom.

BlurFilterY

  • Used by the materials blurfiltery.vmt, blurfiltery_nohdr.vmt and blurfiltery_and_add_nohdr.vmt only.
  • Can be found in Source SDK 2013 source code.
  • Used to vertically blur the screen. One of two blur passes for Bloom.

Downsample

  • Used in only one material: downsample.vmt
  • Can be found in Source SDK 2013 MP source code.
  • Downsamples the framebuffer (likely 4x). Used as first pass of Bloom.

Downsample_nohdr

  • Used in only one material: downsample_non_hdr.vmt
  • Can be found in Source SDK 2013 MP source code.
  • Downsamples the framebuffer (likely 4x). Used as first pass of Bloom.
  • Unsure of the difference between this and the previous Downsample shader.

floattoscreen

  • Used by the materials copyfullframefb.vmt and copyfullframefb_vanilla.vmt only.
  • Can be found in Source SDK 2013 MP source code.
  • Probably something to do with bloom shading.

floatcombine

  • Used in only one material: floattoscreen_combine.vmt
  • Material referred to in src\cl_dll\view_scene.cpp.
  • Can be found in Source SDK 2013 MP source code.
  • Probably something to do with bloom.

floatcombine_autoexpose

  • Used in only one material: floattoscreen_combine_autoexpose.vmt
  • Can be found in Source SDK 2013 MP source code.
  • Probably something to do with bloom.

hdrselectrange

  • Used in only one material: hdrselectrange.vmt
  • Not found in released mod code.

MonitorScreen

  • Used in only one material: dev_tvmonitor2a.vmt
  • Can be found in Source SDK 2013 MP source code.

sample4x4

  • Used in 6 materials.
  • Can be found in Source SDK 2013 MP source code.

sample4x4_blend

  • Used by the materials blendfb0.vmt and blendfb1.vmt.
  • Can be found in Source SDK 2013 MP source code.

screenspace_general

  • Used by the materials lumcompare.vmt and no_pixel_write.vmt.
  • Allows custom pixel shader to be set if the VMT
  • Standard vertex shader used by post-processing effects
  • Released in Source 2007 Code

WindowImposter

  • Used in only one material: dev_windowportal.vmt
  • Can be found in Source SDK 2013 MP source code.