Source Engine Shader Fallbacks
		
		
		
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This is list of the shader fallbacks that shipped with Half-Life 2. See Material optimization and DirectX Versions for more details.
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 1is 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 $fallbackmaterialfeature 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 $fallbackmaterialfeature 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 $fallbackmaterialfeature 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 $fallbackmaterialfeature 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