Shaders in shadertest\

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Revision as of 14:38, 30 June 2025 by Cvoxalury (talk | contribs) (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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The shadertest\ folder of Source Materials.gcf contain shaders dedicated to shadertesting:

  • LightmappedGeneric is used for 48 materials.
  • UnlitGeneric is used for 29 materials.
  • Water is used for 4 materials.
  • Cloud is used for two materials: cloud.vmt and jet.vmt
  • Eyeball is used for the Eyeball.vmt material.
  • Modulate is used for the Modulate.vmt material.
  • Refract is used for the glassbrick.vmt material.
  • Sprite is used for the Sprite.vmt material.
  • UnlitTwoTexture is used for the UnlitTwoTexture.vmt material.
  • Wireframe is used for two materials: Wireframe.vmt and WireFrameVertexColor.vmt
  • VolumetricFog is used for the VolumetricFog.vmt material.
  • WorldTwoTextureBlend is used for the WorldTwoTextureBlend.vmt material.


Dedicated Shaders

The following shaders are more or less exclusively used for this folder:


BaseTimesLightmapTimesDetail

  • Used in only one material: BaseTimesLightmapTimes2Detail.vmt
  • Not found in released mod code.

BaseTimesLightmapWet

  • Used in only one material: BaseTimesLightmapWet.vmt
  • Not found in released mod code.

Camo

  • Used in only one material: Camo.vmt
  • Probably not found in released mod code.
  • Do not confuse with the proxy with the same name.

DebugModifyVertex

  • Used in only one material: DebugModifyVertex.vmt
  • Can be found in Source SDK 2013 MP source code.

GooInGlass

  • Used in only one material: GooInGlass.vmt
  • Used for realistic glass container, containing a violent fluid.
  • The alpha channel of "$basetexture" decides how much basetexture is shown on top of the bump map.
  • Can be found in Source SDK 2013 MP source code.

vertextexturetest

  • Used in only one material: vertextexturetest.vmt