Shaders in Debug\: Difference between revisions
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*[[UnlitGeneric]] is used for 18 materials, making it the mostly commonly used shader here. | *[[UnlitGeneric]] is used for 18 materials, making it the mostly commonly used shader here. | ||
* | ** LightmappedGeneric_DX8 is used for <code>debuglightmap.vmt</code>. | ||
*[[LightmappedGeneric]] is used for <code>debuglightmapzbuffer.vmt</code>. | *[[LightmappedGeneric]] is used for <code>debuglightmapzbuffer.vmt</code>. | ||
Revision as of 20:34, 25 May 2024
The Debug\ folder of Source Materials.gcf contain shaders dedicated to debugging purposes.
- UnlitGeneric is used for 18 materials, making it the mostly commonly used shader here.
- LightmappedGeneric_DX8 is used for
debuglightmap.vmt.
- LightmappedGeneric_DX8 is used for
- LightmappedGeneric is used for
debuglightmapzbuffer.vmt.
Dedicated Shaders
The following shaders are more or less exclusively used for this folder:
Wireframe
- Used for 14 materials in this folder, out of a 19 materials in total.
DebugLightingOnly
- Only used by the material
debuglightingonly.vmt. - Not found in released mod code.
DebugLuxels
- Used by the materials
debugluxels.vmtanddebugluxelsnoalpha.vmt. Also used for the Valve Hammer Editor. (See Shaders in Editor\.) - Not found in released mod code.
hsv
- Used in only one material:
hsv.vmt - This material is directly referred to in
src\cl_dll\view_scene.cppin the mod code.
ShowDestAlpha
- Used in only four materials
showblurredcolor.vmt,showdestalpha.vmt,showdestalphatimescolor_blurred.vmtandshowdestalpha_blurred.vmt, all in this folder. - Not found in released mod code.
VertexNormals
- Use only in one material:
debugworldnormals.vmt - Not found in released mod code.
yuv
- Used in only one material:
yuv.vmt - Converts the screen from RGB to YUV colorspace. Post-process shader.
- Material referred to in
src\cl_dll\view_scene.cpp