Difference between revisions of "Category:SourceShaderEditor"

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== Overview ==
 
== Overview ==
 
This [[w:WYSIWYG|WYSIWYG]] editor allows the user to create, compile and implement new [[shader|shaders]] easily into a source mod without any preliminary knowledge of [[HLSL]]. The shaders are based on ''nodes'' which are connected over ''bridges'' to finally compose a ''flowgraph'' for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a [[Material|vmt file]] in a similar manner to shaders that have been created through code.
 
This [[w:WYSIWYG|WYSIWYG]] editor allows the user to create, compile and implement new [[shader|shaders]] easily into a source mod without any preliminary knowledge of [[HLSL]]. The shaders are based on ''nodes'' which are connected over ''bridges'' to finally compose a ''flowgraph'' for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a [[Material|vmt file]] in a similar manner to shaders that have been created through code.
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{{Note|Shaders created through the editor will not work properly in [[Hammer]] or [[HLMV]] due to their non-hardcoded nature.}}
  
  

Revision as of 22:04, 18 July 2011


Overview

This WYSIWYG editor allows the user to create, compile and implement new shaders easily into a source mod without any preliminary knowledge of HLSL. The shaders are based on nodes which are connected over bridges to finally compose a flowgraph for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a vmt file in a similar manner to shaders that have been created through code.

Note:Shaders created through the editor will not work properly in Hammer or HLMV due to their non-hardcoded nature.


Introduction

Editing shaders

Reference

Addendum

If you're experiencing crashes and you can track the crash back with your mdmps into either library of the editor, you can send the mdmp along with a brief description or even a canvas file (if possible) to [1].

Use the talk page of this article for any other issues.