Category:Shaders: Difference between revisions
		
		
		
		
		
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| {{ | {{LanguageBar}} | ||
| [[Shader|Shaders]] are used to render graphics to the screen based on a formula and some inputs, such as textures. | [[Shader|Shaders]] are used to render graphics to the screen based on a formula and some inputs, such as textures. | ||
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| {{category newcolumn|rowspan=1|width=50%|background-color=#F7F7F7|border-color=lightgray}} | {{category newcolumn|rowspan=1|width=50%|background-color=#F7F7F7|border-color=lightgray}} | ||
| == Brush and | == Brush and Displacement == | ||
| * [[LightmappedGeneric]] | * [[LightmappedGeneric]] | ||
| * [[LightmappedReflective]] | * [[LightmappedReflective]] | ||
| * [[LightmappedTwoTexture]] | * [[LightmappedTwoTexture]] | ||
| * [[WorldTwoTextureBlend]] | * [[WorldTwoTextureBlend]] | ||
| * [[WindowImposter]] | * [[WindowImposter]] | ||
| * [[Water (shader)|Water]] | * [[Water (shader)|Water]] | ||
| Line 20: | Line 18: | ||
| * [[ParallaxTest]] | * [[ParallaxTest]] | ||
| * [[PaintBlob]] | * [[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 == | == Special == | ||
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| * [[Core (shader)|Core]] | * [[Core (shader)|Core]] | ||
| * [[Cloud]] | * [[Cloud]] | ||
| * [[ShatteredGlass]] | |||
| * [[JellyFish]] | |||
| * [[SpriteCard]] | * [[SpriteCard]] | ||
| * [[VolumeCloud]] | |||
| * [[Wireframe]] | * [[Wireframe]] | ||
| Line 54: | Line 61: | ||
| == Post Process == | == Post Process == | ||
| * [[ | * [[Screenspace_general]] | ||
| * [[Pyro vision (shader)|Pyro_vision]] | * [[Pyro vision (shader)|Pyro_vision]] | ||
| * [[DepthOfField]] | * [[DepthOfField]] | ||
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| * [[Shadow (shader)|Shadow]] | * [[Shadow (shader)|Shadow]] | ||
| * [[Subrect]] | * [[Subrect]] | ||
| {{Category end}} | |||
| {{seealso|[[Shaders without folder]], [[Source Engine Shader Fallbacks]]}} | |||
| __NOTOC__ | __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 Note:Some shaders only work on displacements because they require vertex alpha data. All brush shaders work on displacements, however. 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 91 pages are in this category, out of 91 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

























