Category:Shaders: Difference between revisions
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[[Shader|Shaders]] are used to render graphics to the screen based on a formula and some inputs, such as textures. | |||
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== Brush and Displacement == | |||
* [[LightmappedGeneric]] | |||
* [[LightmappedReflective]] | |||
* [[LightmappedTwoTexture]] | |||
* [[WorldTwoTextureBlend]] | |||
* [[WindowImposter]] | |||
* [[Water (shader)|Water]] | |||
* [[UnlitGeneric]] | |||
* [[UnlitTwoTexture]] | |||
* [[WorldGGX]] | |||
* [[ParallaxTest]] | |||
* [[PaintBlob]] | |||
=== Displacement only === | |||
{{note|Some shaders only work on displacements because they require [[displacement alpha|vertex alpha]] data. All brush shaders work on displacements, however.}} | |||
* [[WorldVertexTransition]] | |||
* [[Lightmapped_4WayBlend]] | |||
* [[MultiBlend]] | |||
== Special == | |||
* [[Sky (shader)|Sky]] | |||
* [[Core (shader)|Core]] | |||
* [[Cloud]] | |||
* [[ShatteredGlass]] | |||
* [[JellyFish]] | |||
* [[SpriteCard]] | |||
* [[VolumeCloud]] | |||
* [[Wireframe]] | |||
== Ropes == | |||
* [[Cable]] | |||
* [[SplineRope]] | |||
== Multi-Purpose == | |||
* [[UnlitGeneric]] | |||
* [[Refract]] | |||
* [[MonitorScreen]] | |||
* [[Modulate]] | |||
* [[WindowImposter]] | |||
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== Model == | |||
* [[VertexLitGeneric]] | |||
* [[Eyes]] | |||
* [[EyeRefract]] | |||
* [[VortWarp]] | |||
* [[Aftershock]] | |||
* [[Teeth]] | |||
* [[SurfaceGGX]] | |||
* [[Character (shader)|Character]] | |||
* [[SolidEnergy]] | |||
* [[VolumeCloud]] | |||
== Post Process == | |||
* [[Screenspace_general]] | |||
* [[Pyro vision (shader)|Pyro_vision]] | |||
* [[DepthOfField]] | |||
* [[Engine_Post]] | |||
* [[LensFX]] | |||
* [[Suppression]] | |||
* [[MotionBlur]] | |||
* [[RGBFilmGrain]] | |||
== Decals == | |||
* [[DecalModulate]] | |||
* [[Shadow (shader)|Shadow]] | |||
* [[Subrect]] | |||
{{Category end}} | |||
{{seealso|[[Shaders without folder]], [[Source Engine Shader Fallbacks]]}} | |||
__NOTOC__ | |||
[[Category:Programming]] | [[Category:Programming]] | ||
[[Category:Material System]] | [[Category:Material System]] |
Latest revision as of 23:19, 12 July 2025
Shaders are used to render graphics to the screen based on a formula and some inputs, such as textures.
Brush and Displacement
Displacement only![]() SpecialRopesMulti-Purpose |
Model
Post ProcessDecals |
Subcategories
This category has the following 3 subcategories, out of 3 total.
O
- Obsolete Shaders (empty)
S
- Source base pixel shaders (19 P)
- Source base vertex shaders (5 P)
Pages in category "Shaders"
The following 92 pages are in this category, out of 92 total.
S
- Screenspace General
- Sdk lightmap
- Sdk particle
- Sdk postprocess
- Shader Authoring
- Shader authoring/Compile Pipeline
- Shader authoring/Compiling Shaders
- Shader authoring/Quick Start
- Shaders in cable\
- Shaders in Debug\
- Shaders in Decals\
- Shaders in Dev\
- Shaders in Editor\
- Shaders in Engine\
- Shaders in Glass
- Shaders in hlmv\
- Shaders in HUD\
- Shaders in Lights\
- Shaders in Nature\
- Shaders in particle\
- Shaders in scripted\
- Shaders in shadertest\
- Shaders in Sprites\
- Shaders in Tools\
- Shaders in VGUI\
- Shaders without folder
- Shadow (shader)
- Sky (Source 1 shader)
- Sky (Source 2 shader)
- SolidEnergy
- Source SDK 2013: Shader Authoring
- Source SDK 2013: Your First Shader
- Source SDK 2013: Your Second Shader
- Source SDK 2013: Your Third Shader
- SplineRope
- SpriteCard
- Subrect
- SurfaceGGX