Source Engine Shader Fallbacks: Difference between revisions
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TomEdwards (talk | contribs) (cleanup) |
Deprecated (talk | contribs) (Added shader fallback for EyeRefract, added additional one for Eyes based on code; fallbacks for eyes use lowercase for dx in code, do not change) |
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===Eyes=== | ===Eyes=== | ||
; <code>Eyes</code> : DX8.0, DX8.1, DX9 | ; <code>Eyes</code> : DX9 | ||
; <code> | ; <code>Eyes_dx8</code>: DX8.0, DX8.1 | ||
; <code>Eyes_dx6</code> : DX6, DX7 | |||
===EyeRefract=== | |||
; <code>EyeRefract</code> : DX9 | |||
; <code>Eyes_dx8</code> : DX8.0, DX8.1 | |||
===Modulate=== | ===Modulate=== |
Revision as of 13:40, 4 May 2019
This is list of the shader fallbacks that shipped with Half-Life 2. See Material optimization and DirectX Versions for more details.
LightmappedGeneric
LightmappedGeneric_HDR_DX9
- DX9 with HDR
LightmappedGeneric_DX9
- DX9
LightmappedGeneric_DX8
- DX8.0, DX8.1
LightmappedGeneric_NoBump_DX8
- DX8.0, DX8.1, but only used when
mat_reducefillrate 1
is set (usually by dxsupport.cfg). Note that this fallback doesn't actually cause the shader code to do anything different, it's only there to allow a material to specify different parameters. LightmappedGeneric_DX6
- DX6, DX7
VertexLitGeneric
VertexLitGeneric_HDR_DX9
- DX9 with HDR
VertexLitGeneric_DX9
- DX9
VertexLitGeneric_DX8
- DX8.0, DX8.1
VertexLitGeneric_DX7
- DX7
VertexLitGeneric_DX6
- DX6
UnlitGeneric
UnlitGeneric_DX9
- DX9
UnlitGeneric_DX8
- DX8.0, DX8.1
UnlitGeneric_DX6
- DX6, DX7
Refract
Refract_DX90
- DX9
Refract_DX80
- DX8.0, DX8.1
Refract_DX60
- DX6, DX7: refraction isn't supported under DX6 and DX7, this fallback shader is only defined to allow you to use the
$fallbackmaterial
feature to cause the material system to use a different material under DX6 and DX7. UnlitGeneric_DX6
- DX6, DX7: If you neglect to define a fallback shader, unlit generic is used.
ShatteredGlass
ShatteredGlass
- DX9
ShatteredGlass_DX8
- DX8.0, DX8.1
ShatteredGlass_DX7
- DX7
Wireframe
- DX6: Shattered glass isn't supported under DX6.
Water
Water_HDR_DX90
- DX9 with HDR
Water_DX90
- DX9
Water_DX81
- DX8.1
Water_DX80
- DX8.0
Water_DX60
- DX7/DX6: this fallback shader is only defined to allow you to use the
$fallbackmaterial
feature to cause the material system to use a different material under DX6 and DX7. LightmappedGeneric_DX6
- DX7/DX6: This is used if you neglect to define a fallback shader.
WorldTwoTextureBlend
WorldTwoTextureBlend
- DX9
WorldTwoTextureBlend_DX8
- DX8.0, DX8.1
WorldTwoTextureBlend_DX6
- DX6, DX7
WorldVertexTransition
WorldVertexTransition_DX9
- DX9
WorldVertexTransition_DX8
- DX8.0, DX8.1
WorldVertexTransition_DX6
- DX6, DX7
WorldVertexAlpha
WorldVertexAlpha
- DX9
WorldVertexAlpha_DX8
- DX8.0, DX8.1: Note this shader has no fallbacks to DX7 or below.
Cable
Cable
- DX8.0, DX8.1, DX9
UnlitGeneric_DX6
- DX6, DX7
Eyes
Eyes
- DX9
Eyes_dx8
- DX8.0, DX8.1
Eyes_dx6
- DX6, DX7
EyeRefract
EyeRefract
- DX9
Eyes_dx8
- DX8.0, DX8.1
Modulate
Modulate
- DX8.0, DX8.1, DX9
Modulate_DX6
- DX6, DX7
MonitorScreen
MonitorScreen
- DX8.0, DX8.1, DX9
LightmappedGeneric_DX6
- DX6, DX7
Predator
Predator_DX80
- DX8.0, DX8.1, DX9
Predator_DX60
- DX6, DX7: this fallback shader is only defined to allow you to use the
$fallbackmaterial
feature to cause the material system to use a different material under DX6 and DX7. UnlitGeneric_DX6
- DX6, DX7: This is used if you neglect to define a fallback shader.
Sprite
Sprite_DX8
- DX8.0, DX8.1, DX9
Sprite_DX6
- DX6, DX7
UnlitTwoTexture
UnlitTwoTexture
- DX8.0, DX8.1, DX9
UnlitTwoTexture_DX6
- DX6, DX7
WriteZ
WriteZ
- DX8.0, DX8.1, DX9
WriteZ_DX6
- DX6, DX7
WindowImposter
WindowImposter_DX80
- DX8.0, DX8.1, DX9
WindowImposter_DX60
- DX6, DX7: this fallback shader is only defined to allow you to use the
$fallbackmaterial
feature to cause the material system to use a different material under DX6 and DX7. UnlitGeneric_DX6
- DX6, DX7: This is used if you neglect to define a fallback shader