Source Engine Shader Fallbacks: Difference between revisions
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===LightmappedGeneric=== | ===LightmappedGeneric=== | ||
; <code>LightmappedGeneric_HDR_DX9</code> : DX9 with [[HDR]] | |||
; <code>LightmappedGeneric_DX9</code> : DX9 | |||
; <code>LightmappedGeneric_DX8</code> : DX8.0, DX8.1 | |||
; <code>LightmappedGeneric_NoBump_DX8</code> : DX8.0, DX8.1, but only used when <code>mat_reducefillrate 1</code> 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. | |||
; <code>LightmappedGeneric_DX6</code> : DX6, DX7 | |||
===VertexLitGeneric=== | ===VertexLitGeneric=== | ||
; <code>VertexLitGeneric_HDR_DX9</code> : DX9 with [[HDR]] | |||
; <code>VertexLitGeneric_DX9</code> : DX9 | |||
; <code>VertexLitGeneric_DX8</code> : DX8.0, DX8.1 | |||
; <code>VertexLitGeneric_DX7</code> : DX7 | |||
; <code>VertexLitGeneric_DX6</code> : DX6 | |||
===UnlitGeneric=== | ===UnlitGeneric=== | ||
; <code>UnlitGeneric_DX9</code> : DX9 | |||
; <code>UnlitGeneric_DX8</code> : DX8.0, DX8.1 | |||
; <code>UnlitGeneric_DX6</code> : DX6, DX7 | |||
===Refract=== | ===Refract=== | ||
; <code>Refract_DX90</code> : DX9 | |||
; <code>Refract_DX80</code> : DX8.0, DX8.1 | |||
; <code>Refract_DX60</code> : DX6, DX7: refraction isn't supported under DX6 and DX7, this fallback shader is only defined to allow you to use the <code>$fallbackmaterial</code> feature to cause the material system to use a different material under DX6 and DX7. | |||
; <code>UnlitGeneric_DX6</code> : DX6, DX7: If you neglect to define a fallback shader, unlit generic is used. | |||
===ShatteredGlass=== | ===ShatteredGlass=== | ||
; <code>ShatteredGlass</code> : DX9 | |||
; <code>ShatteredGlass_DX8</code> : DX8.0, DX8.1 | |||
; <code>ShatteredGlass_DX7</code> : DX7 | |||
; <code>Wireframe</code> : DX6: Shattered glass isn't supported under DX6. | |||
===Water=== | ===Water=== | ||
; <code>Water_HDR_DX90</code> : DX9 with [[HDR]] | |||
; <code>Water_DX90</code> : DX9 | |||
; <code>Water_DX81</code> : DX8.1 | |||
; <code>Water_DX80</code> : DX8.0 | |||
; <code>Water_DX60</code> : DX7/DX6: this fallback shader is only defined to allow you to use the <code>$fallbackmaterial</code> feature to cause the material system to use a different material under DX6 and DX7. | |||
; <code>LightmappedGeneric_DX6</code> : DX7/DX6: This is used if you neglect to define a fallback shader. | |||
===WorldTwoTextureBlend=== | ===WorldTwoTextureBlend=== | ||
; <code>WorldTwoTextureBlend</code> : DX9 | |||
; <code>WorldTwoTextureBlend_DX8</code> : DX8.0, DX8.1 | |||
; <code>WorldTwoTextureBlend_DX6</code> : DX6, DX7 | |||
===WorldVertexTransition=== | ===WorldVertexTransition=== | ||
; <code>WorldVertexTransition_DX9</code> : DX9 | |||
; <code>WorldVertexTransition_DX8</code> : DX8.0, DX8.1 | |||
; <code>WorldVertexTransition_DX6</code> : DX6, DX7 | |||
===WorldVertexAlpha=== | ===WorldVertexAlpha=== | ||
; <code>WorldVertexAlpha</code> : DX9 | |||
; <code>WorldVertexAlpha_DX8</code> : DX8.0, DX8.1: Note this shader has no fallbacks to DX7 or below. | |||
===Cable=== | ===Cable=== | ||
; <code>Cable</code> : DX8.0, DX8.1, DX9 | |||
; <code>UnlitGeneric_DX6</code> : DX6, DX7 | |||
===Eyes=== | ===Eyes=== | ||
; <code>Eyes</code> : DX8.0, DX8.1, DX9 | |||
; <code>Eyes_DX6</code> : DX6, DX7 | |||
===Modulate=== | ===Modulate=== | ||
; <code>Modulate</code> : DX8.0, DX8.1, DX9 | |||
; <code>Modulate_DX6</code> : DX6, DX7 | |||
===MonitorScreen=== | ===MonitorScreen=== | ||
; <code>MonitorScreen</code> : DX8.0, DX8.1, DX9 | |||
; <code>LightmappedGeneric_DX6</code> : DX6, DX7 | |||
===Predator=== | ===Predator=== | ||
; <code>Predator_DX80</code> : DX8.0, DX8.1, DX9 | |||
; <code>Predator_DX60</code> : DX6, DX7: this fallback shader is only defined to allow you to use the <code>$fallbackmaterial</code> feature to cause the material system to use a different material under DX6 and DX7. | |||
; <code>UnlitGeneric_DX6</code> : DX6, DX7: This is used if you neglect to define a fallback shader. | |||
===Sprite=== | ===Sprite=== | ||
; <code>Sprite_DX8</code> : DX8.0, DX8.1, DX9 | |||
; <code>Sprite_DX6</code> : DX6, DX7 | |||
===UnlitTwoTexture=== | ===UnlitTwoTexture=== | ||
; <code>UnlitTwoTexture</code> : DX8.0, DX8.1, DX9 | |||
; <code>UnlitTwoTexture_DX6</code> : DX6, DX7 | |||
===WriteZ=== | ===WriteZ=== | ||
; <code>WriteZ</code> : DX8.0, DX8.1, DX9 | |||
; <code>WriteZ_DX6</code> : DX6, DX7 | |||
===WindowImposter=== | ===WindowImposter=== | ||
; <code>WindowImposter_DX80</code> : DX8.0, DX8.1, DX9 | |||
; <code>WindowImposter_DX60</code> : DX6, DX7: this fallback shader is only defined to allow you to use the <code>$fallbackmaterial</code> feature to cause the material system to use a different material under DX6 and DX7. | |||
; <code>UnlitGeneric_DX6</code> : DX6, DX7: This is used if you neglect to define a fallback shader | |||
==See Also== | ==See Also== | ||
* [[DirectX Versions]] - includes screenshots visually comparing different DirectX levels. | * [[DirectX Versions]] - includes screenshots visually comparing different DirectX levels. |
Revision as of 09:05, 17 September 2008
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_HDR_DX9
- DX9 with HDR
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
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
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.