Screenspace General: Difference between revisions
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== Parameters == | == Parameters == | ||
{{MatParam|$PIXSHADER|string|Name of the pixel shader to use. Can be loaded from any directory. In {{portal2|2}} and {{csgo|2}}, shaders can only be loaded from the <code>platform</code> directory. In {{gmod|2}}, they | {{MatParam|$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 canonly be loaded from the mod directory, packed [[BSP]] or a workshop addon.}} | ||
{{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" | ||
{ | { |
Revision as of 16:56, 5 March 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.
