Shaders in shadertest\: Difference between revisions

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The <code>shadertest\</code> folder of <code>Source Materials.gcf</code> contain shaders dedicated to shadertesting:
The <code>shadertest\</code> folder of <code>Source Materials.gcf</code> contain shaders dedicated to shadertesting:


*[[LightmappedGeneric]] is used for 48 materials.
*[[LightmappedGeneric]] is used for 48 materials.
*[[UnlitGeneric]] is used for 29 materials.
*[[UnlitGeneric]] is used for 29 materials.
*[[Shader_Types_and_Parameters|Water]] is used for 4 materials.
*[[Water]] is used for 4 materials.
*[[Shader_Types_and_Parameters|Cloud]] is used for two materials: <code>cloud.vmt</code> and <code>jet.vmt</code>
*[[Cloud]] is used for two materials: <code>cloud.vmt</code> and <code>jet.vmt</code>
*[[Shader_Types_and_Parameters|Eyeball]] is used for the <code>Eyeball.vmt</code> material.
*[[Shader_Types_and_Parameters|Eyeball]] is used for the <code>Eyeball.vmt</code> material.
*[[Shaders_in_Effects\#Modulate|Modulate]] is used for the <code>Modulate.vmt</code> material.
*[[Modulate]] is used for the <code>Modulate.vmt</code> material.
*[[Shader_Types_and_Parameters|Refract]] is used for the <code>glassbrick.vmt</code> material.
*[[Refract]] is used for the <code>glassbrick.vmt</code> material.
*[[Shader_Types_and_Parameters|Sprite]] is used for the <code>Sprite.vmt</code> material.
*[[Shader_Types_and_Parameters|Sprite]] is used for the <code>Sprite.vmt</code> material.
*[[Shader_Types_and_Parameters|UnlitTwoTexture]] is used for the <code>UnlitTwoTexture.vmt</code> material.
*[[UnlitTwoTexture]] is used for the <code>UnlitTwoTexture.vmt</code> material.
*[[Shaders_in_Debug\#Wireframe|Wireframe]] is used for two materials: <code>Wireframe.vmt</code> and <code>WireFrameVertexColor.vmt</code>
*[[Wireframe]] is used for two materials: <code>Wireframe.vmt</code> and <code>WireFrameVertexColor.vmt</code>
*[[Shader_Types_and_Parameters|VolumetricFog]] is used for the <code>VolumetricFog.vmt</code> material.
*[[VolumetricFog]] is used for the <code>VolumetricFog.vmt</code> material.
*[[Shader_Types_and_Parameters|WorldTwoTextureBlend]] is used for the <code>WorldTwoTextureBlend.vmt</code> material.
*[[WorldTwoTextureBlend]] is used for the <code>WorldTwoTextureBlend.vmt</code> material.




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* Used in only one material: <code>BaseTimesLightmapTimes2Detail.vmt</code>
* Used in only one material: <code>BaseTimesLightmapTimes2Detail.vmt</code>
* Not found in released mod code.
* Not found in released mod code.


===BaseTimesLightmapWet===
===BaseTimesLightmapWet===
* Used in only one material: <code>BaseTimesLightmapWet.vmt</code>
* Used in only one material: <code>BaseTimesLightmapWet.vmt</code>
* Not found in released mod code.
* Not found in released mod code.


===Camo===
===Camo===
* Used in only one material: <code>Camo.vmt</code>
* Used in only one material: <code>Camo.vmt</code>
* ''Probably'' not found in released mod code.
* ''Probably'' not found in released mod code.
* Do not confuse with the proxy with the same name.
* Do not confuse with the [[Material_Proxies|proxy]] with the same name.
 


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


===GooInGlass===
===GooInGlass===
* Used in only one material: <code>GooInGlass.vmt</code>
* Used in only one material: <code>GooInGlass.vmt</code>
* Not found in released mod code.
* Used for realistic glass container, containing a violent fluid.
 
* The alpha channel of "$basetexture" decides how much basetexture is shown on top of the bump map.
* Can be found in Source SDK 2013 MP source code.


===vertextexturetest===
===vertextexturetest===
* Used in only one material: <code>vertextexturetest.vmt</code>
* Used in only one material: <code>vertextexturetest.vmt</code>
*




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

Latest revision as of 14:38, 30 June 2025

The shadertest\ folder of Source Materials.gcf contain shaders dedicated to shadertesting:

  • LightmappedGeneric is used for 48 materials.
  • UnlitGeneric is used for 29 materials.
  • Water is used for 4 materials.
  • Cloud is used for two materials: cloud.vmt and jet.vmt
  • Eyeball is used for the Eyeball.vmt material.
  • Modulate is used for the Modulate.vmt material.
  • Refract is used for the glassbrick.vmt material.
  • Sprite is used for the Sprite.vmt material.
  • UnlitTwoTexture is used for the UnlitTwoTexture.vmt material.
  • Wireframe is used for two materials: Wireframe.vmt and WireFrameVertexColor.vmt
  • VolumetricFog is used for the VolumetricFog.vmt material.
  • WorldTwoTextureBlend is used for the WorldTwoTextureBlend.vmt material.


Dedicated Shaders

The following shaders are more or less exclusively used for this folder:


BaseTimesLightmapTimesDetail

  • Used in only one material: BaseTimesLightmapTimes2Detail.vmt
  • Not found in released mod code.

BaseTimesLightmapWet

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

Camo

  • Used in only one material: Camo.vmt
  • Probably not found in released mod code.
  • Do not confuse with the proxy with the same name.

DebugModifyVertex

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

GooInGlass

  • Used in only one material: GooInGlass.vmt
  • Used for realistic glass container, containing a violent fluid.
  • The alpha channel of "$basetexture" decides how much basetexture is shown on top of the bump map.
  • Can be found in Source SDK 2013 MP source code.

vertextexturetest

  • Used in only one material: vertextexturetest.vmt