Shaders without folder: Difference between revisions

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These shaders originate from a very old list of shaders, written by only one user, and hasn't been verified since. They can not be found in any folder within the <code>source materials.gcf</code> file. It is uncertain if these shaders are working (anymore), or how to use them. If you can get any of them to work, please provide further documentation.
These shaders originate from a very old list of shaders, written by only one user, and hasn't been verified since. They can not be found in any folder within the <code>source materials.gcf</code> file. It is uncertain if these shaders are working (anymore), or how to use them. If you can get any of them to work, please provide further documentation.


{|
{| class=standard-table
! Shader Name
! Shader Name
! Working?
! Working?

Revision as of 20:35, 19 January 2009

These shaders originate from a very old list of shaders, written by only one user, and hasn't been verified since. They can not be found in any folder within the source materials.gcf file. It is uncertain if these shaders are working (anymore), or how to use them. If you can get any of them to work, please provide further documentation.

Shader Name Working?
alienscale
camo Used by the Combine Sniper in earlier versions of Half-Life 2. Does not work in retail.
debugbumpedlightmap
debugbumpedvertexlit
debugfbtexture Used for debugging the framebuffer (mat_showframebuffertexture)
debuglightmap
debugnormalmap
debugunlit
debugvertexlit
fillrate Used for mat_fillrate (see fillrate for explanation)
jellyfish Used for the Hydra in the E3 builds of Half-Life 2, works in every version of source so far.
jojirium
modeladditivetransEnvMapwithMaskedTexture
overlay_fit
reflecttexture
watersurfacebottom
worldvertexalpha Used for displacements (terrain). The base texture is vertex lit.

See also