Screenspace General: Difference between revisions
Robotboy655 (talk | contribs) (Added X360APPCHOOSER) |
(Most of these are ASW) |
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This can be useful for quickly iterating and testing screen effects, without having to reload all shaders, or recompile stdshaders to define/modify parameters. | This can be useful for quickly iterating and testing screen effects, without having to reload all shaders, or recompile stdshaders to define/modify parameters. | ||
{{note|{{gmod|2}} has the {{csgo|2}} version of this shader.}} | |||
== Notable usage == | == Notable usage == | ||
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== Parameters == | == Parameters == | ||
{{MatParam|$PIXSHADER|string|Name of the pixel shader to use. | {{MatParam|$PIXSHADER|string|Name of the pixel shader to use. Can be loaded from any directory. In {{portal2|2}} and {{csgo|2}}, shaders can only be loaded from the <code>platform</code> directory. In {{gmod|2}}, they can currently only be loaded from the mod directory or packed [[BSP]].}} | ||
{{note|If you intent to draw your shader on DX8, you'll have to add the following code your material file (inside the "screenspace_general" keyvalue.){{CodeBlock|<nowiki> "screenspace_general_dx8" | {{note|If you intent to draw your shader on DX8, you'll have to add the following code your material file (inside the "screenspace_general" keyvalue.){{CodeBlock|<nowiki> "screenspace_general_dx8" | ||
{ | { | ||
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}} | }} | ||
{{MatParam|$VERTEXSHADER|string|Name of the vertex shader to use. {{ | {{MatParam|$VERTEXSHADER|string|Name of the vertex shader to use. {{asw|since}}}} | ||
=== Custom shader inputs === | === Custom shader inputs === | ||
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{{MatParam|$c3_z|float|}} | {{MatParam|$c3_z|float|}} | ||
{{MatParam|$c3_w|float|}} | {{MatParam|$c3_w|float|}} | ||
{{MatParam|$c4_x|float|{{ | {{MatParam|$c4_x|float|{{asw|since}}}} | ||
{{MatParam|$c4_y|float|{{ | {{MatParam|$c4_y|float|{{asw|since}}}} | ||
{{MatParam|$c4_z|float|{{ | {{MatParam|$c4_z|float|{{asw|since}}}} | ||
{{MatParam|$c4_w|float|{{ | {{MatParam|$c4_w|float|{{asw|since}}}} | ||
{{MatParam|$c5_x|float|{{csgo|since | {{MatParam|$c5_x|float|{{csgo|since}}}} | ||
{{MatParam|$c5_y|float|{{csgo|since | {{MatParam|$c5_y|float|{{csgo|since}}}} | ||
{{MatParam|$c5_z|float|{{csgo|since | {{MatParam|$c5_z|float|{{csgo|since}}}} | ||
{{MatParam|$c5_w|float|{{csgo|since | {{MatParam|$c5_w|float|{{csgo|since}}}} | ||
{{MatParam|$TEXTURE1|texture|}} | {{MatParam|$TEXTURE1|texture|}} | ||
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{{MatParam|$X360APPCHOOSER|integer|Dictates if vertex colors should be used. {{confirm}} In later games, this is replaced by the usage of [[$vertexcolor]] material flag. {{csgo|removed}}{{confirm}}}} | {{MatParam|$X360APPCHOOSER|integer|Dictates if vertex colors should be used. {{confirm}} In later games, this is replaced by the usage of [[$vertexcolor]] material flag. {{csgo|removed}}{{confirm}}}} | ||
{{MatParam|$VERTEXTRANSFORM|integer|verts are in world space {{ | {{MatParam|$VERTEXTRANSFORM|integer|verts are in world space {{asw|since}}}} | ||
{{MatParam|$VERTEXNORMAL|integer|specify vertex normal (compressed) in material format {{csgo|since | {{MatParam|$VERTEXNORMAL|integer|specify vertex normal (compressed) in material format {{csgo|since}}}} | ||
{{MatParam|$ALPHABLEND|integer|whether or not to enable alpha blend {{ | {{MatParam|$ALPHABLEND|integer|whether or not to enable alpha blend {{asw|since}}}} | ||
{{MatParam|$MULTIPLYCOLOR|integer|whether or not to multiply src and dest color {{ | {{MatParam|$MULTIPLYCOLOR|integer|whether or not to multiply src and dest color {{asw|since}}}} | ||
{{MatParam|$WRITEALPHA|integer|whether or not to enable alpha write {{ | {{MatParam|$WRITEALPHA|integer|whether or not to enable alpha write {{asw|since}}}} | ||
{{MatParam|$WRITEDEPTH|integer|whether or not to enable depth write {{ | {{MatParam|$WRITEDEPTH|integer|whether or not to enable depth write {{asw|since}}}} | ||
{{MatParam|$TCSIZE0|integer|Number of components in texture coord0 (default is 2) {{ | {{MatParam|$TCSIZE0|integer|Number of components in texture coord0 (default is 2) {{asw|since}}}} | ||
{{MatParam|$TCSIZE1|integer|Number of components in texture coord1 {{ | {{MatParam|$TCSIZE1|integer|Number of components in texture coord1 {{asw|since}}}} | ||
{{MatParam|$TCSIZE2|integer|Number of components in texture coord2 {{ | {{MatParam|$TCSIZE2|integer|Number of components in texture coord2 {{asw|since}}}} | ||
{{MatParam|$TCSIZE3|integer|Number of components in texture coord3 {{ | {{MatParam|$TCSIZE3|integer|Number of components in texture coord3 {{asw|since}}}} | ||
{{MatParam|$TCSIZE4|integer|Number of components in texture coord4 {{ | {{MatParam|$TCSIZE4|integer|Number of components in texture coord4 {{asw|since}}}} | ||
{{MatParam|$TCSIZE5|integer|Number of components in texture coord5 {{ | {{MatParam|$TCSIZE5|integer|Number of components in texture coord5 {{asw|since}}}} | ||
{{MatParam|$TCSIZE6|integer|Number of components in texture coord6 {{ | {{MatParam|$TCSIZE6|integer|Number of components in texture coord6 {{asw|since}}}} | ||
{{MatParam|$TCSIZE7|integer|Number of components in texture coord7 {{ | {{MatParam|$TCSIZE7|integer|Number of components in texture coord7 {{asw|since}}}} | ||
{{MatParam|$POINTSAMPLE_BASETEXTURE|integer|{{ | {{MatParam|$POINTSAMPLE_BASETEXTURE|integer|{{asw|since}}}} | ||
{{MatParam|$POINTSAMPLE_TEXTURE1|integer|{{ | {{MatParam|$POINTSAMPLE_TEXTURE1|integer|{{asw|since}}}} | ||
{{MatParam|$POINTSAMPLE_TEXTURE2|integer|{{ | {{MatParam|$POINTSAMPLE_TEXTURE2|integer|{{asw|since}}}} | ||
{{MatParam|$POINTSAMPLE_TEXTURE3|integer|{{ | {{MatParam|$POINTSAMPLE_TEXTURE3|integer|{{asw|since}}}} | ||
{{MatParam|$CULL|integer|Culling control where 0 is nocull, 1 is do cull {{ | {{MatParam|$CULL|integer|Culling control where 0 is nocull, 1 is do cull {{asw|since}}}} | ||
{{MatParam|$DEPTHTEST|integer|Enable Depthtest {{ | {{MatParam|$DEPTHTEST|integer|Enable Depthtest {{asw|since}}}} | ||
{{MatParam|$VIEWPROJMAT|matrix|{{csgo|since | {{MatParam|$VIEWPROJMAT|matrix|{{csgo|since}}}} | ||
{{MatParam|$INVVIEWPROJMAT|matrix|{{csgo|since | {{MatParam|$INVVIEWPROJMAT|matrix|{{csgo|since}}}} | ||
{{MatParam|$BlendOpMin|integer|{{csgo|since | {{MatParam|$BlendOpMin|integer|{{csgo|since}}}} | ||
== Tools == | == Tools == |
Revision as of 19:56, 9 January 2025


Screenspace_General
is a Vertex shader available in all Source games since
Source 2007.[confirm] It is most commonly used to draw generic screenspace effects.
Unlike other shaders using screenspaceeffect as its vertex shader, screenspace_general allows developers to easily access and modify its pixel shader, 4 texture samplers and 4 shader register constants.[Clarify]
This can be useful for quickly iterating and testing screen effects, without having to reload all shaders, or recompile stdshaders to define/modify parameters.



Notable usage
dev/halo_add_to_screen
Used by the TF2 Glow Effect (2013 SDK) to help create an outline around models using stencils. It uses the haloaddoutline_ps20 pixel shader to apply cheap blur. $C0_X controls the glow fade value (restricted to 1.0f in code.)
Parameters

}}
Custom shader inputs
$c0_x
$c0_y
$c0_z
$c0_w
$c1_x
$c1_y
$c1_z
$c1_w
$c2_x
$c2_y
$c2_z
$c2_w
$c3_x
$c3_y
$c3_z
$c3_w
$c4_x
$c4_y
$c4_z
$c4_w
$c5_x
$c5_y
$c5_z
$c5_w
Other parameters
$ALPHATESTED
$ALPHA_BLEND
$ALPHA_BLEND_COLOR_OVERLAY
$LINEARREAD_BASETEXTURE
$LINEARREAD_TEXTURE1
$LINEARREAD_TEXTURE2
$LINEARREAD_TEXTURE3
$LINEARWRITE
$VERTEXTRANSFORM
$VERTEXNORMAL
$ALPHABLEND
$MULTIPLYCOLOR
$WRITEALPHA
$WRITEDEPTH
$TCSIZE0
$TCSIZE1
$TCSIZE2
$TCSIZE3
$TCSIZE4
$TCSIZE5
$TCSIZE6
$TCSIZE7
$POINTSAMPLE_BASETEXTURE
$POINTSAMPLE_TEXTURE1
$POINTSAMPLE_TEXTURE2
$POINTSAMPLE_TEXTURE3
$VIEWPROJMAT
$INVVIEWPROJMAT
$BlendOpMin
Tools
An SDK to easily create custom pixel shaders for any Source game is available here: ficool2/sdk_screenspace_shaders.
