Source Engine Shader Fallbacks: Difference between revisions
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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) |
Deprecated (talk | contribs) (Add shader fallbacks for Teeth, VortWarp, added note that later branches do not have these (since at least ASW but likely since L4D, testing needed)) |
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This is list of the [[shader]] fallbacks that shipped with Half-Life 2. See [[Material optimization]] and [[DirectX Versions]] for more details. | This is list of the [[shader]] fallbacks that shipped with Half-Life 2. See [[Material optimization]] and [[DirectX Versions]] for more details. | ||
{{note|Later versions of Source (since at least {{As}}) do not have these shader fallbacks.}} | |||
{{toc-right}} | {{toc-right}} | ||
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; <code>EyeRefract</code> : DX9 | ; <code>EyeRefract</code> : DX9 | ||
; <code>Eyes_dx8</code> : DX8.0, DX8.1 | ; <code>Eyes_dx8</code> : DX8.0, DX8.1 | ||
; <code>Eyes_dx6</code> : DX6, DX7 | |||
===Modulate=== | ===Modulate=== | ||
| Line 85: | Line 87: | ||
; <code>Sprite_DX8</code> : DX8.0, DX8.1, DX9 | ; <code>Sprite_DX8</code> : DX8.0, DX8.1, DX9 | ||
; <code>Sprite_DX6</code> : DX6, DX7 | ; <code>Sprite_DX6</code> : DX6, DX7 | ||
===Teeth=== | |||
; <code>Teeth</code> : DX9 | |||
; <code>Teeth_DX8</code> : DX8.0, DX8.1 | |||
; <code>Teeth_DX6</code> : DX6, DX7 | |||
===UnlitTwoTexture=== | ===UnlitTwoTexture=== | ||
; <code>UnlitTwoTexture</code> : DX8.0, DX8.1, DX9 | ; <code>UnlitTwoTexture</code> : DX8.0, DX8.1, DX9 | ||
; <code>UnlitTwoTexture_DX6</code> : DX6, DX7 | ; <code>UnlitTwoTexture_DX6</code> : DX6, DX7 | ||
===VortWarp=== | |||
; <code>VortWarp</code> : DX9 | |||
; <code>VortWarp_DX8</code> : DX8.0, DX8.1 | |||
; <code>VortWarp_DX7</code> : DX7 | |||
; <code>VertexLitGeneric_DX6</code> : DX6 | |||
===WriteZ=== | ===WriteZ=== | ||
Revision as of 14:48, 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 1is 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
$fallbackmaterialfeature 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
$fallbackmaterialfeature 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
Eyes_dx6- DX6, DX7
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
$fallbackmaterialfeature 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
Teeth
Teeth- DX9
Teeth_DX8- DX8.0, DX8.1
Teeth_DX6- DX6, DX7
UnlitTwoTexture
UnlitTwoTexture- DX8.0, DX8.1, DX9
UnlitTwoTexture_DX6- DX6, DX7
VortWarp
VortWarp- DX9
VortWarp_DX8- DX8.0, DX8.1
VortWarp_DX7- DX7
VertexLitGeneric_DX6- DX6
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
$fallbackmaterialfeature 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