Shaders in Dev\: Difference between revisions
		
		
		
		
		
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 (→screenspace_general:  Updated and explained)  | 
				 (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.  | ||
*[[  | **[[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.  | ||
*  | ** Water_DX60 is used for 10 materials (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.  | ||
*[[  | *[[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.    | ||
*   | * 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.  | ||
*   | * 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>  | ||
*   | * 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>  | ||
*   | * 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.  | ||
*   | * 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>  | ||
*   | * 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>  | ||
*   | * Can be found in Source SDK 2013 MP source code.  | ||
===sample4x4===  | ===sample4x4===  | ||
* Used in 6 materials.  | * Used in 6 materials.  | ||
*   | * 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>.  | ||
*   | * Can be found in Source SDK 2013 MP source code.  | ||
===screenspace_general===  | ===screenspace_general===  | ||
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===WindowImposter===  | ===WindowImposter===  | ||
* Used in only one material: <code>dev_windowportal.vmt</code>  | * Used in only one material: <code>dev_windowportal.vmt</code>  | ||
*   | * Can be found in Source SDK 2013 MP source code.  | ||
[[Category: Shaders]]  | [[Category: Shaders]]  | ||
Latest revision as of 13:28, 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.vmtmaterial (as a fallback shader for the LightmappedGeneric shader). 
 - LightmappedGeneric_DX6 is used for the 
 - 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.vmtmaterial (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.vmtanddev_blendmeasure2.vmtmaterials. - VertexLitGeneric is used for the 
dev_measureice01.vmtmaterial. 
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.vmtandblurfilterx_nohdr.vmtonly. - 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.vmtandblurfiltery_and_add_nohdr.vmtonly. - 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.vmtandcopyfullframefb_vanilla.vmtonly. - 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.vmtandblendfb1.vmt. - Can be found in Source SDK 2013 MP source code.
 
screenspace_general
- Used by the materials 
lumcompare.vmtandno_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.