Source Engine Shader Fallbacks: Difference between revisions
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Note:These DirectX shader fallbacks have been removed and replaced by the shader and effect detail systems since
Left 4 Dead. Furthermore,
Source 2013 also no longer support anything below DirectX 8, so it would be unnecessary to create shader fallbacks below DX8.
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This is list of the [[shader]] fallbacks that shipped with | This is list of the [[shader]] fallbacks that shipped with {{src04|2}} to {{src13|2}} (which includes {{hl2|1}}). See [[Material optimization]] and [[DirectX Versions]] for more details. | ||
{{note|These DirectX shader fallbacks have been removed and replaced by the shader and effect detail systems since {{Left 4 Dead|4}}. Furthermore, {{src13|4}} also no longer support anything below DirectX 8, so it would be unnecessary to create shader fallbacks below DX8.}} | {{note|These DirectX shader fallbacks have been removed and replaced by the shader and effect detail systems since {{Left 4 Dead|4}}. Furthermore, {{src13|4}} also no longer support anything below DirectX 8, so it would be unnecessary to create shader fallbacks below DX8.}} | ||
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=== [[LightmappedGeneric]] === | === [[LightmappedGeneric]] === | ||
; <code>LightmappedGeneric_HDR_DX9</code> : DX9 with [[HDR]] | ; <code>LightmappedGeneric_HDR_DX9</code> : DX9 with [[HDR]] {{only|{{src06}}}} | ||
; <code>LightmappedGeneric_DX9</code> : DX9 | ; <code>LightmappedGeneric_DX9</code> : DX9 | ||
; <code>LightmappedGeneric_DX8</code> : DX8.0, DX8.1 | ; <code>LightmappedGeneric_DX8</code> : DX8.0, DX8.1 | ||
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=== [[VertexLitGeneric]] === | === [[VertexLitGeneric]] === | ||
; <code>VertexLitGeneric_HDR_DX9</code> : DX9 with [[HDR]] | ; <code>VertexLitGeneric_HDR_DX9</code> : DX9 with [[HDR]] {{only|{{src06}}}} | ||
; <code>VertexLitGeneric_DX9</code> : DX9 | ; <code>VertexLitGeneric_DX9</code> : DX9 | ||
; <code>VertexLitGeneric_DX8</code> : DX8.0, DX8.1 | ; <code>VertexLitGeneric_DX8</code> : DX8.0, DX8.1 | ||
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=== [[Water (shader)|Water]] === | === [[Water (shader)|Water]] === | ||
; <code>Water_HDR_DX90</code> : DX9 with [[HDR]] | ; <code>Water_HDR_DX90</code> : DX9 with [[HDR]] {{only|{{src06}}}} | ||
; <code>Water_DX90</code> : DX9 | ; <code>Water_DX90</code> : DX9 | ||
; <code>Water_DX81</code> : DX8.1 | ; <code>Water_DX81</code> : DX8.1 |
Revision as of 01:14, 21 December 2024
This is list of the shader fallbacks that shipped with Source 2004 to
Source 2013 (which includes Half-Life 2). See Material optimization and DirectX Versions for more details.



LightmappedGeneric
LightmappedGeneric_HDR_DX9
- DX9 with HDR (only in
)
LightmappedGeneric_DX9
- DX9
LightmappedGeneric_DX8
- DX8.0, DX8.1
LightmappedGeneric_NoBump_DX8
- DX8.0, DX8.1, but only used when
mat_reducefillrate 1
is 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 (only in
)
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
$fallbackmaterial
feature 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 (only in
)
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
$fallbackmaterial
feature 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
$fallbackmaterial
feature 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
$fallbackmaterial
feature 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