Category:SourceShaderEditor: Difference between revisions
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== Overview == | == Overview == | ||
This [[w:WYSIWYG|WYSIWYG]] editor allows the user to create, compile and implement new [[shader|shaders]] easily into a source mod without any preliminary knowledge of [[HLSL]]. The shaders are based on ''nodes'' which are connected over ''bridges'' to finally compose a ''flowgraph'' for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a [[Material|vmt file]] in a similar manner to shaders that have been created through code. | This [[w:WYSIWYG|WYSIWYG]] editor allows the user to create, compile and implement new [[shader|shaders]] easily into a source mod without any preliminary knowledge of [[HLSL]]. The shaders are based on ''nodes'' which are connected over ''bridges'' to finally compose a ''flowgraph'' for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a [[Material|vmt file]] in a similar manner to shaders that have been created through code. | ||
Furthermore it allows you to create Rendertargets and implement post processing effects on the fly through the same principle. | |||
{{Note|Shaders created through the editor will not work properly in [[Hammer]] or [[HLMV]] due to their non-hardcoded nature.}} | {{Note|Shaders created through the editor will not work properly in [[Hammer]] or [[HLMV]] due to their non-hardcoded nature.}} | ||
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* [[SourceShaderEditor/Ref_color_codes|Color codes]] | * [[SourceShaderEditor/Ref_color_codes|Color codes]] | ||
* [[SourceShaderEditor/Ref_controls|Controls]] | * [[SourceShaderEditor/Ref_controls|Controls]] | ||
* [[SourceShaderEditor/Ref_nodes_HLSL|HLSL | * [[SourceShaderEditor/Ref_nodes_HLSL|HLSL node types]] | ||
* [[SourceShaderEditor/Ref_nodes_PPE|Post processing node types]] | |||
* [[SourceShaderEditor/Ref_vocabulary|Vocabulary]] | * [[SourceShaderEditor/Ref_vocabulary|Vocabulary]] | ||
Revision as of 05:11, 28 February 2012
Overview
This WYSIWYG editor allows the user to create, compile and implement new shaders easily into a source mod without any preliminary knowledge of HLSL. The shaders are based on nodes which are connected over bridges to finally compose a flowgraph for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a vmt file in a similar manner to shaders that have been created through code.
Furthermore it allows you to create Rendertargets and implement post processing effects on the fly through the same principle.

Introduction
Editing shaders
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Reference |
Addendum
If you're experiencing crashes and you can track the crash back with your mdmps into either library of the editor, you can send the mdmp along with a brief description or even a canvas file (if possible) to [1].
Use the talk page of this article or this thread on the Steam forums for any other issues.
Disclaimer
This software is provided as is and the developer takes no responsibility for any kind of damage or harm that may have emerged during the course of its use.
You are free to redistribute the software in any applicability.
Pages in category "SourceShaderEditor"
The following 12 pages are in this category, out of 12 total.
S
- SourceShaderEditor/Basic usage
- SourceShaderEditor/Control flow
- SourceShaderEditor/External input
- SourceShaderEditor/Implementation info
- SourceShaderEditor/Installation
- SourceShaderEditor/Preview usage
- SourceShaderEditor/Ref color codes
- SourceShaderEditor/Ref controls
- SourceShaderEditor/Ref nodes HLSL
- SourceShaderEditor/Ref vocabulary