Source Engine Shader Fallbacks: Difference between revisions
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==Introduction== | ==Introduction== | ||
The following a list of the shader fallbacks for the materials shipped with Half-Life 2. For a description of how shader fallbacks are used, see the Material choices and rendering performance in Controlling Geometry Visibility and Compile Times. | The following a list of the shader fallbacks for the materials shipped with Half-Life 2. For a description of how shader fallbacks are used, see the Material choices and rendering performance in [[Controlling Geometry Visibility and Compile Times]]. | ||
==Shader Fallbacks== | ==Shader Fallbacks== |
Revision as of 03:25, 20 July 2005
Introduction
The following a list of the shader fallbacks for the materials shipped with Half-Life 2. For a description of how shader fallbacks are used, see the Material choices and rendering performance in Controlling Geometry Visibility and Compile Times.
Shader Fallbacks
LightmappedGeneric | |
---|---|
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. Note that this fallback doesn't actually cause the shader code to do anything different, it's only there to allow a .VMT to specify different shader parameters or a fallback material when mat_reducefillrate 1 is set.
|
LightmappedGeneric_dx6 |
dx6/dx7 |
VertexLitGeneric | |
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_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 |
dx8.0/dx8.1/dx9 |
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 |
UnlitTwoTexture | |
UnlitTwoTexture |
dx8.0/dx8.1/dx9 |
UnlitTwoTexture_dx6 |
dx6/dx7 |
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 |
See Also
- DirectX Versions - includes screenshots visually comparing different DirectX levels.