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 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).
- 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.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
anddev_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
andblurfilterx_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
andblurfiltery_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
andcopyfullframefb_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
andblendfb1.vmt
. - Can be found in Source SDK 2013 MP source code.
screenspace_general
- Used by the materials
lumcompare.vmt
andno_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.