Shaders in Debug\: Difference between revisions

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(These shader sources can be found in the modern SDK (some were added with TF2 source code, others were there already))
 
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===DebugLuxels===
===DebugLuxels===
* Used by the materials <code>debugluxels.vmt</code> and <code>debugluxelsnoalpha.vmt</code>. Also used for the [[Valve Hammer Editor]]. (See [[Shaders_in_Editor\#DebugLuxels|Shaders in Editor\]].)
* Used by the materials <code>debugluxels.vmt</code> and <code>debugluxelsnoalpha.vmt</code>. Also used for the [[Valve Hammer Editor]]. (See [[Shaders_in_Editor\#DebugLuxels|Shaders in Editor\]].)
* Not found in released mod code.
* Can be found in [[Source SDK 2013]] source code.


===hsv===
===hsv===

Latest revision as of 14:21, 30 June 2025

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 is used for debuglightmapzbuffer.vmt.
    • LightmappedGeneric_DX8 is used for debuglightmap.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

hsv

  • Used in only one material: hsv.vmt
  • This material is directly referred to in src\cl_dll\view_scene.cpp in the mod code.

ShowDestAlpha

  • Used in only four materials showblurredcolor.vmt, showdestalpha.vmt, showdestalphatimescolor_blurred.vmt and showdestalpha_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