LUX: Difference between revisions

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== VertexLitGeneric ==
== VertexLitGeneric ==
{| cellspacing="0"
|- valign="top"
| style="width:50%; padding-right:2em" |
=== Stock Shaders ===
=== Stock Shaders ===
==== Always ====
==== Always ====
{{ent|$envmaplightscale}}{{only|{{csgo}}}}.
{{ent|$envmaplightscale}}{{only|{{csgo}}}}.
<br>
 
 
==== Without $Bumpmap ====
==== Without $Bumpmap ====
{{ModernBug|[[$detail#Parameters and Effects|$detailblendmode]]{{src13}}{{tf2}}{{as}}{{csgo}} 10-11 Don't work.<br>
{{ModernBug|[[$detail#Parameters and Effects|$detailblendmode]]{{src13}}{{tf2}}{{as}}{{csgo}} 10-11 Don't work.<br>
Line 178: Line 182:
{{ent|$lightwarptexture}} missing.}}
{{ent|$lightwarptexture}} missing.}}
{{ModernNote|$lightwarptexture fores bumpmapping by binding a default one, unless one is manually specified.}}
{{ModernNote|$lightwarptexture fores bumpmapping by binding a default one, unless one is manually specified.}}
<br>
 
 
==== '''With''' $Bumpmap ====
==== '''With''' $Bumpmap ====
{{ModernBug|
{{ModernBug|
Line 188: Line 193:
{{ent|$selfillum_envmapmask_alpha}}{{mapbase}} missing.<br>
{{ent|$selfillum_envmapmask_alpha}}{{mapbase}} missing.<br>
[[Glowing_Textures#.24selfillum|$selfillumfresnel]] disables {{ent|$normalmapalphaenvmapmask}}. {{ModernTodo|Also on other branches than {{as}}?}}}}
[[Glowing_Textures#.24selfillum|$selfillumfresnel]] disables {{ent|$normalmapalphaenvmapmask}}. {{ModernTodo|Also on other branches than {{as}}?}}}}
<br>
 
 
==== With $Phong ====
==== With $Phong ====
{{ModernBug|[[$detail#Parameters and Effects|$detailblendmode]]{{src13}}{{tf2}}{{as}}{{csgo}} 8-11 Don't work.
{{ModernBug|[[$detail#Parameters and Effects|$detailblendmode]]{{src13}}{{tf2}}{{as}}{{csgo}} 8-11 Don't work.
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[[$phong#Masking|$basemapluminancephongmask]] only in {{l4d}}+<br>
[[$phong#Masking|$basemapluminancephongmask]] only in {{l4d}}+<br>
[[$phong#Colors|$phongalbedoboost]] only in {{csgo}}+}}
[[$phong#Colors|$phongalbedoboost]] only in {{csgo}}+}}
<br>
 
| width="50%" |
 
=== {{LUX}}LUX_VertexLitGeneric ===
=== {{LUX}}LUX_VertexLitGeneric ===
==== Without $Bumpmap ====
==== Without $Bumpmap ====
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* {{ent|$lightwarptexture}} Exists now.<br>
* {{ent|$lightwarptexture}} Exists now.<br>
::{{ModernTodo|Make a parameter that allows its usage. Right now default behavior is replicated and a default bumpmap is bound.}}
::{{ModernTodo|Make a parameter that allows its usage. Right now default behavior is replicated and a default bumpmap is bound.}}
<br>
 
 
==== '''With''' $Bumpmap ====
==== '''With''' $Bumpmap ====
* [[$detail#Parameters and Effects|$detailblendmode]] 5-9 work.<br>
* [[$detail#Parameters and Effects|$detailblendmode]] 5-9 work.<br>
Line 222: Line 231:
* {{ent|$selfillum_envmapmask_alpha}} Exists now.<br>
* {{ent|$selfillum_envmapmask_alpha}} Exists now.<br>
* [[Glowing_Textures#.24selfillum|$selfillumfresnel]] + {{ent|$normalmapalphaenvmapmask}} Works now.<br>
* [[Glowing_Textures#.24selfillum|$selfillumfresnel]] + {{ent|$normalmapalphaenvmapmask}} Works now.<br>
<br>
 
 
==== With $Phong ====
==== With $Phong ====
* [[$detail#Parameters and Effects|$detailblendmode]] 8-9 work now.<br>
* [[$detail#Parameters and Effects|$detailblendmode]] 8-9 work now.<br>
Line 248: Line 258:
* [[$phong#Masking|$basemapluminancephongmask]] Exists now. ( Used to be {{only|{{l4d}}+}}
* [[$phong#Masking|$basemapluminancephongmask]] Exists now. ( Used to be {{only|{{l4d}}+}}
* [[$phong#Colors|$phongalbedoboost]] Exists now. ( Used to be {{only|{{csgo}}+}}
* [[$phong#Colors|$phongalbedoboost]] Exists now. ( Used to be {{only|{{csgo}}+}}
<br>
|}


==History==
==History==

Revision as of 10:54, 14 April 2023

English (en)中文 (zh)Translate (Translate)
LUX
Development.png In Alpha development
Wiki
TypeModification
DevelopersShiroDkxtro2
EngineSource Source
Platforms(only in PC)
Based onSource 2013 Source 2013
 
GitHub
Join Discord server

LUX LUX is a mod specifically made and developed for use in Source 2013 Singleplayer Source 2013 Singleplayer and Source 2013 Multiplayer Source 2013 Multiplayer.
The Project is to entirely rewrite all existing "SDK_" Shaders, that come with the SDK and all those available in Mapbase Mapbase.

Goals

  • Overhauled/Cleaned materialsystem\stdshaders\ Folder
Template:ModernWarning
Template:ModernNote
Note.pngNote: Implementing LUX LUX Shaders would entail replacing the existing stdshaders\ with the one from LUX LUX. Effectively 'nuking' SDK_ Shaders. LUX LUX Shaders should be able to do everything SDK_ Shaders in Source 2013 and Mapbase can do.


  • Drastically decreased compile-times for all Shaders
Why?: Valves Shaders take forever to compile Source 2013 SingleplayerSource 2013 MultiplayerAlien Swarm. Especially using the stock Shader-Compiler. This disincentives modding the Shaders.
Note.pngNote:Even on a good CPU it can take half a day, or more. As an example for LUX LUX. Compiling the entirety of LUX_LightMappedGeneric takes around 30 seconds on 4 cores @4.1GHz


  • SM3.0 Shaders Only
Why?: ps20b and below is too limiting. The lack of available constant registers causes extreme branching and a lot of 'combos'. Making the code terrible to read and complicated. This disincentives Modders.
Note.pngNote:Linux is not officially supported. MacOS is also not officially supported. Users of said system will have to either patch togl to work with SM3.0 or use DxVK.
Template:ModernNote


  • Totally rewritten .h, .cpp, .fxc files


  • More Documentation for Shaders, their parameters, how they work and any possible caveats
Note.pngNote:You might have noticed Articles like $lightwarptexture, $detail, UnlitTwoTexture and $envmapmask getting major updates from ShiroDkxtro2,
where new information about Caveats and bugs were added for Team Fortress 2Alien SwarmSource 2013Counter-Strike: Global Offensive. This was a direct result of LUX LUX development, although the focus was mainly on Source 2013Alien Swarm as their code is publicly available.
Template:ModernNote


  • Implementing features that aren't available in Source 2013
See also:  Planned Features. This includes old features such as $selfillumtexture and newer features like $phongalbedoboost(only in Counter-Strike: Global Offensive).


  • Fixing most Parameter "bugs:" and other caveats


  • Easy way of disabling features
Icon-Important.pngImportant:A custom Pre-Processor program has been made. It automatically sets // STATIC:'s to predefined values depending on #define's in an included header file.
Template:ModernNote


  • Mapbase compatibility
Note.pngNote:Replacing SDK_ Shaders in SDK mods, SDK2013CE or Mapbase mods should be as simple as replacing the stdshaders\ Folder.
Template:ModernNote


Planned Features

This is a list of new features that are being implemented, or features that will be ported/recreated from newer branches such as Alien SwarmLeft 4 Dead 2Counter-Strike: Global Offensive Template:ModernNote

Icon-Important.pngImportant:LUX LUX does not use any leaked code. Features like $phongalbedoboost(only in csgo) are not rocket-science. They can safely be recreated without the use of leaked code.
Template:ModernWarning


Features required for Mapbase Mapbase compatibility

Template:ModernNote
Icon-Important.pngImportant:The parameters are the same for LUX LUX and Mapbase. This means that Mapbase compilers can be used for this to work.
Template:ModernTodo


New Features

  • In Source 2013 Multiplayer Models utilizing Model Lightmapping can use $bumpmap. Additionally all Model shaders will be able to utilize this feature. Except they have $phong.
Icon-Important.pngImportant:The Lightmap does not do bumped-lighting using the bumpmap. Only named-lights/projected textures will be able to do so.
Template:ModernNote
  • In Source 2013 Multiplayer Models can utilize Lightmap UV's.
Template:ModernWarning
Template:ModernTodo


Features ported/recreated/revived

Template:ModernNote
Template:ModernNote
See also:  PBR Shaders in the community commonly have a $emissiontexture parameter that does EXACTLY what $selfillumtexture does in LUX LUX.

Icon-Important.pngImportant:
  • On brushes this will use the Lightmap
  • On models with $bumpmap, this will use bumped lighting.
  • On models without $bumpmap, this will use Vertex Lighting.
  • In Source 2013 Multiplayer Models utilizing Model Lightmapping, will use the Lightmap. Regardless of whether or not $bumpmap is used.


Features that are being discarded

  • $envmapsphere and related - These features have been removed since Alien Swarm and are obsolete.
Template:ModernNote


Features that won't be ported/recreated/revived

  • $basealphaenvmapmaskminmaxexp from Alien Swarm - This parameter is not yet documented on the VDC, it is also unclear what exactly it does...
  • $EnvMapLightScaleMinMax from Counter-Strike: Global Offensive


Not functional - FOR NOW


Stock Shaders VS LUX

Todo: Move This to their own pages or something like that.


LightMappedGeneric

Stock Shaders

Template:ModernBug

Template:ModernNote

Note.pngNote:$basealphaenvmapmask requires inverted masks

LUXLUX_LightMappedGeneric

Template:ModernNote

Note.pngNote:Caveat - Has higher priority than $selfillum/$selfillummask.
Note.pngNote:Caveat - $selfillumtexture has higher priority than both.
Icon-Important.pngImportant:$basealphaenvmapmask does no longer require a flipped mask.
Template:ModernWorkaround

VertexLitGeneric

Stock Shaders

Always

$envmaplightscale(only in Counter-Strike: Global Offensive).


Without $Bumpmap

Template:ModernBug Template:ModernNote


With $Bumpmap

Template:ModernBug Template:ModernNote


With $Phong

Template:ModernBug

Template:ModernNote

LUXLUX_VertexLitGeneric

Without $Bumpmap

Template:ModernTodo


With $Bumpmap


With $Phong

Template:ModernNote

Note.pngNote:Will use entirety of $basetexture, without being masked.

Template:ModernNote

Note.pngNote:When no $phongexponenttexture is specified, Mask will be 1.0f!
  • $envmap Can now be not-masked by using a new parameter ($phongenvmapnomask)
Icon-Important.pngImportant:By default the original masking for the $envmap will be replicated as to not have disparity. However it can now be overriden using two new parameters. $phongforcebasealphaenvmapmask and $phongforcenormalmapalphaenvmapmask
Note.pngNote:This will make materials that previously used this intentionally, look different.

History

LUX LUX started developement on the 20.01.2023 DMY, but it was planned and thought ~14.01.2023 when the lead-developer ShiroDkxtro2 was in a hospital stay.
Even before 2023, the idea of rewritting Valve's Shaders was in mind. Various people asked ShiroDkxtro2 if certain modifications could be implemented for default shaders, such as CSM.
These requests would usually result in a simple "no.", modifying the default shaders was not considered feasible for various reasons, most of which are indirectly mentioned in LUX's Goals.
The Inception was supposed to be a means to make the existing Shaders more modable, with new features in mind and laid out so that implementing new things would be easier.

Credits

However, it is only used to compile the Shaders. Include files ( .inc ) are intended to be made using Perl.

  • Tottery ( Also known as TotteryNine )

TotteryNine was crucial to ShiroDkxtro2 for learning the basics and more complicated aspects of making and compiling Shaders.

  • Sitkinator

Aiding with the initial logo and adding a screen-reflection effect to it.

  • Mr.Kleiner

For writing various tools. Including a VTF Flagging tool for Cubemaps inside a .bsp file, a tool for packing lightmap uv's into .smd files

  • roman_memes

Various logical checks and ideas. Also helped with prototyping new features and finding siggraph or other papers regarding modern and oldschool graphical implementations.

  • Alivebyte!

For doing modifications to the ShaderCompiler, which so far have not been implemented into the repo.

For enlightening us about the Constant Register Hack.
Which allows for the use of more than 32 float constant registers on sm3.0
This Project would be near impossible without it.

  • ChatGPT

Help with programming and undocumented graphical features of the Source Engine. It knows things and can make new things to a degree. Various code used in LUX LUX has been partically written by the AI.

Since one of the goals of this project is to be compatible with it, various code from it has been adapted. This means that all Shader-related things should also be inhereted with the credits of LUX LUX. You can find Mapbase's credits HERE.

One example would be the NvidiaPCF5x5Gaussian Shadow Filter Template:ModernNote ShiroDkxtro2 would also like to thank Joshua Ashton personally for his various open-source work related to the source engine.

See also

Development can be followed here, Bug-Reports & suggestions made.
It is also intended as a general place for discussing Source 2013 Source 2013 related Shader-Modding.
Todo: Make a new category for LUX_ Shaders and document them and their parameters there, instead of here. Preferably after they were released on the GitHub.