LUX
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LUX | |
---|---|
![]() | |
Wiki | |
Type | Modification |
Developers | ShiroDkxtro2↴ |
Engine | ![]() |
Platforms | (only in PC) |
Based on | ![]() |
LUX is a mod specifically made and developed for use in Source 2013 Singleplayer and
Source 2013 Multiplayer.
The Project is to entirely rewrite all existing "SDK_" Shaders, that come with the SDK and all those available in Mapbase.
Goals
- Overhauled/Cleaned
materialsystem\stdshaders\
Folder
Warning:Pretty much everything except existing shader-compile functionality is pretty much "nuked".
Note: Implementing LUX Shaders would entail replacing the existing
stdshaders\
with the one from LUX. Effectively 'nuking' SDK_ Shaders. LUX Shaders should be able to do everything SDK_ Shaders inand
can do.
Note:SDK_ Shaders will fall back to LUX_ Shaders, that way LUX_ can easily be used on
Mapbase mods without much work.
- Drastically decreased compile-times for all Shaders
Note:Even on a good CPU it can take half a day, or more. As an example for LUX. Compiling the entirety of LUX_LightMappedGeneric takes around 30 seconds on 4 cores @4.1GHz
- SM3.0 Shaders Only
- Why?: ps20b and below is too limiting. The lack of available constant registers causes extreme branching and a lot of 'combos'. Making the code terrible to read and complicated. This disincentives Modders.
Note:SM3.0 released in 2004, and Valve considered ps2.0b low end hardware in ~2008. See slide 8
Note:This means that older hardware not capable of SM3.0 will not be able to use the new Shaders.
Note:Linux is not officially supported. MacOS is also not officially supported. Users of said system will have to either patche
togl
to work with SM3.0 or use DxVK.
- Totally rewritten .h, .cpp, .fxc files
- More Documentation for Shaders, their parameters, how they work and any possible caveats
Note: You might have noticed Articles like $lightwarptexture, $detail, UnlitTwoTexture and $envmapmask getting major updates from ShiroDkxtro2,
- where new information about Caveats and bugs were added for
. This was a direct result of LUX development, although the focus was mainly on
as their code is publicly available.
Note:The current lack of documentation, on how Shaders work in Source, disincentives Modders from learning how to mod Shaders or make their own. The barrier of entry is v. high as a lot of very specific knowledge is required too.
- See also:
Planned Features
. This includes old features such as $selfillumtexture and newer features like $phongalbedoboost(only in csgo).
- Fixing most Parameter "bugs:" and other caveats
- See also:
Stock Shaders VS LUX
- Easy way of disabling features
Important:A custom Pre-Processor program has been made. It automatically sets
// STATIC:
's to predefined values depending on#define
's in an included header file.Note:Mods that don't require specific features (lightwarptexture/distancealpha/phong/envmaps/etc), can easily disable them. This will speed up Shader-compilation. Most parameters have been
#ifdef
'd in the c++ code!
- Mapbase compatibility
Note: Replacing SDK_ Shaders in SDK mods, SDK2013CE or Mapbase mods should be as simple as replacing the
stdshaders\
Folder.Note: It is assumed that no custom Shaders apart from SDK_ ones were added. If they do were added however, developers should be capable of adding them back, as that is the prerequisite for adding custom Shaders.
Planned Features
This is a list of new features that are being implemented, or features that will be ported/recreated from newer branches such as




Warning:For features that are more complicated, there might be visual disparity when compared to official implementations.
Features required for
Mapbase compatibility
- $phongdisablehalflambert from
+
- Radial Fog for all "Geometry" Shaders
- Spline-Ropes
- Parallax Corrected Cubemaps ( PCC )
Note:Just like
Mapbase, this requires custom compilers to work.
- $envmapmask + $bumpmap on VertexLitGeneric
- Replacement for the "Postprocessing" Controller Shader
- Replacement for the "Engine_post" Shader from
- Hammer $blendmodulatetexture previewing fix.
- Brush $phong
- Treesway
New Features
- In
Models utilizing Model Lightmapping can use $bumpmap. Additionally all Model shaders will be able to utilize this feature. Except they have $phong.
Important:The Lightmap does not do bumped-lighting using the bumpmap. Only named-lights/projected textures will be able to do so.
Note: Lightmapped models will not be able to receive $phong. This is not planned at the moment but should be possible for named-lights/projected textures!
Warning:The way this is currently implemented requires a custom written tool, two smd's ( one with lightmap uv ) and also has a lot of precision loss for the Lightmap UV's. Additionally this requires a custom compiler!
Features ported/recreated/revived
- $phongdisablehalflambert From
+ - Also needed for
- $phongexponentfactor From
, with LUX also on
- $phongalbedoboost From
- Its just
BaseTexture * $PhongAlbedoBoost
... No leaked code! - $basemapluminancephongmask From
+
Note:LUX allows the use of Rec. 709 HDTV Luminance Weights.
float3(0.2126f, 0.7152f, 0.0722f)
.
Previously SDK_ Shaders would use the NTSC Analog Television standard of float3(0.2990f, 0.5870f, 0.1140f)
- $selfillumtexture Deprecated since
- This used to be obsolete
Note: Yes, there is a use for this! $detailblendmode 5 is commonly used for glowing textures. This parameter allows for not wasting your $detail. Additionally no $emissiveblend is required.
- See also: PBR Shaders in the community commonly have a $emissiontexture parameter that does EXACTLY what $selfillumtexture does in LUX.
- Water Shader with $flowmap Support - From
- $envmaplightscale From
for brushes
+ AND models (only in
)+
Important:
Features that are being discarded
- $envmapsphere and related - These features have been removed since
and are obsolete.
- $bumpmask and related
Features that won't be ported/recreated/revived
- $basealphaenvmapmaskminmaxexp from
- This parameter is not yet documented on the VDC, it is also unclear what exactly it does...
- $EnvMapLightScaleMinMax from
Not functional - FOR NOW
- $emissiveblend - Non-Existant. Planned for later.
- $distancealpha - Non-Functional. Planned for later.
- $ssbump - Non-Functional. Planned for later.
- $detailblendmode
10 & 11
. - Non-Functional. Planned for later.
Stock Shaders VS LUX
Todo: Move This to their own pages or something like that.
LightMappedGeneric
Stock Shader's

























LUX_LightMappedGeneric
- $detailblendmode 1-9 works.
- $detailblendmode 10-11 planned.
- $bumpmap + $envmapmask works, used to be (only in
.)
- $lightwarptexture + $detail works ( does not work in
).
- $basealphaenvmapmask + $bumpmap works.
- $selfillummask Exists now.
- $blendtintbybasealpha Exists now.
- $selfillum_envmapmask_alpha Exists now.
- $detailtexturetransform Exists now.
Note:Caveat - Has higher priority than $selfillum/$selfillummask.
Note:Caveat - $selfillumtexture has higher priority than both.
Important:$basealphaenvmapmask does no longer require a flipped mask.
Workaround:Materials that previously used have to be adjusted. Use $envmapmask or $normalmapalphaenvmapmask instead!
VertexLitGeneric
Stock Shader's
Always
$envmaplightscale(only in ).
Without $Bumpmap







Note:$lightwarptexture fores bumpmapping by binding a default one, unless one is manually specified.
With $Bumpmap













With $Phong




















0.0f
regardless of whether $invertphongmask is used. [todo tested in ?]









LUX_VertexLitGeneric
Without $Bumpmap
- $detailblendmode 10-11 planned. If possible.
- $selfillumfresnel Exists now.
- $lightwarptexture Exists now.
- Todo: Make a parameter that allows its usage. Right now default behavior is replicated and a default bumpmap is bound.
With $Bumpmap
- $detailblendmode 5-9 work.
- $detailblendmode 10-11 planned. If possible.
- $envmapmask Exists now.
- $selfillummask Exists now.
- $selfillum_envmapmask_alpha Exists now.
- $selfillumfresnel + $normalmapalphaenvmapmask Works now.
With $Phong
- $detailblendmode 8-9 work now.
- $detailblendmode 10-11 planned. If possible.
Note:$invertphongmask Now only flips the mask used for phong. It will no longer touch the envmapmask at all.
Note:$phongalbedotint can now be used without $phongexponenttexture.
Note:Will use entirety of $basetexture, without being masked.
- $phongwarptexture works. ( does not work in
).
- $phongalbedoboost Exists now. Used to be (only in
.)
- $phongalbedoboost + $detail Works. Does not work in
Counter-Strike: Global Offensive.
Note:$phongtint does no longer disable $phongalbedotint. It will do
($baseTexture * Mask) * $PhongTint
Note:When no $phongexponenttexture is specified, Mask will be 1.0f!
- $envmap Can now be not-masked by using a new parameter (
$phongenvmapnomask
) Important:By default the original masking for the $envmap will be replicated as to not have disparity.
However it can now be overriden using two new parameters. $phongforcebasealphaenvmapmask
and $phongforcenormalmapalphaenvmapmask
- $basemapalphaphongmask no longer makes $phong ignore the $bumpmap.
Note:This will make materials that previously used this intentionally, look different.
- $selfillumfresnel + $normalmapalphaenvmapmask will no longer multiply the $envmap by
0.0f
- $phongdisablehalflambert Exists now. ( Used to be (only in
+)
- $phongexponentfactor Exists now for
. ( Used to be (only in
)
- $basemapluminancephongmask Exists now. ( Used to be (only in
+)
- $phongalbedoboost Exists now. ( Used to be (only in
+)
Todo: Add LUX_WorldVertexTransition and other LUX_ Shaders to this list of comparison and changes.
Note: Probably better as their own pages to document all parameters.