Difference between revisions of "Shader Types and Parameters"

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[[Category:Material System]]
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#redirect [[Category:Shaders]]
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==Shader Types==
 
 
 
{|
 
! Shader Name
 
! Description
 
! Parameter Notes
 
|-
 
| alienscale
 
|
 
|
 
|-
 
| basetimeslightmaptimesdetail 
 
|
 
|
 
|-
 
| basetimeslightmapwet 
 
|
 
|
 
|-
 
| basetimesmod2xenvmap 
 
|
 
|
 
|-
 
| bloom 
 
|
 
|
 
|-
 
| blurfilterx
 
|
 
|
 
|-
 
| blurfiltery
 
|
 
|
 
|-
 
| cable
 
|
 
|
 
|-
 
| camo
 
|
 
|
 
|-
 
| cloud
 
|
 
|
 
|-
 
| debugbumpedlightmap
 
|
 
|
 
|-
 
| debugbumpedvertexlit
 
|
 
|
 
|-
 
| debugfbtexture
 
|
 
|
 
|-
 
| debuglightingonly
 
|
 
|
 
|-
 
| debuglightmap
 
|
 
|
 
|-
 
| debugluxels
 
|
 
|
 
|-
 
| debugmodifyvertex
 
|
 
|
 
|-
 
| debugnormalmap
 
|
 
|
 
|-
 
| debugunlit
 
|
 
|
 
|-
 
| debugvertexlit
 
|
 
|
 
|-
 
| decalBaseTimesLightmapAlphaBlendSelfillum
 
|
 
|
 
|-
 
| decalmodulate
 
|
 
|
 
|-
 
| downsample
 
|
 
|
 
|-
 
| eyeball
 
|
 
|
 
|-
 
| eyes
 
| Used for realistic eyeballs for models.
 
|
 
|-
 
| fillrate
 
|
 
|
 
|-
 
| gooinglass
 
| Used for realistic glass container, Containing a violent fluid.
 
| The alpha channel Of "$basetexture" decides how much basetexture is shown ontop of the bump map. "
 
|-
 
| internalframesync
 
|
 
|
 
|-
 
| jellyfish
 
|
 
|
 
|-
 
| jojirium
 
|
 
|
 
|-
 
| lightmappedgeneric
 
| The most common texture.  A basetexture is multiplied by a lightmap.
 
|
 
Only the $basetexture line is required.
 
|-
 
| lightmappedtwotexture
 
| Two textures are mixed evenly and multiplied by a lightmap. Useful if one or both base textures are in motion.
 
|
 
|-
 
| modeladditivetransEnvMapwithMaskedTexture
 
|
 
|
 
|-
 
| modulate
 
|
 
|
 
|-
 
| overlay_fit
 
|
 
|
 
|-
 
| particlesphere
 
|
 
|
 
|-
 
| predator
 
|
 
|
 
|-
 
| reflecttexture
 
|
 
|
 
|-
 
| refract
 
| Refracts the light behind it according to a dudvmap and bumpmap.  Only works correctly on models.
 
| If used on a model, Set "$model" 1
 
|-
 
| shadow
 
|
 
|
 
|-
 
| shadowbuild
 
|
 
|
 
|-
 
| shadowmodel
 
|
 
|
 
|-
 
| showdestalpha
 
|
 
|
 
|-
 
| skyfog
 
|
 
|
 
|-
 
| sprite
 
|
 
|
 
|-
 
| teeth
 
|
 
|
 
|-
 
| translucentlightmap
 
|
 
|
 
|-
 
| unlitgeneric
 
| A basetexture appears at full brightness.
 
| If used on a model, Set "$model" 1
 
|-
 
| unlittwotexture
 
| Two textures are mixed evenly and appear at full brightness.
 
|
 
|-
 
| vertexlitgeneric
 
| A basetexture with vertex lighting.
 
|
 
|-
 
| vertexnormals
 
|
 
|
 
|-
 
| volumetricfog
 
|
 
|
 
|-
 
| water
 
|
 
|
 
|-
 
| watersurfacebottom
 
|
 
|
 
|-
 
| wireframe
 
|
 
|
 
|-
 
| worldtwotextureblend
 
| Used for [[displacement]]s (terrain). Two basetextures are vertex lit. The percentage blend of each of the two textures is defined by alpha painting in Hammer.
 
| Use $basetexture2 and $bumpmap2 to define the second material
 
|-
 
| worldvertexalpha
 
| Used for [[displacement]]s (terrain). A basetexture is vertex lit.
 
|
 
|-
 
| worldvertextransition
 
|
 
|
 
|-
 
| yuv
 
|
 
|
 
|}
 
 
 
==Shader Parameters==
 
===Texture References===
 
;"$basetexture" "''path to base texture''"
 
:Basic color map.
 
;"$basetexture2" "''path to 2nd base texture''"
 
:Used for the WorldVertexTransition shader.
 
;"$bumpmap" "''path to normal map''"
 
:Defines normal vectors for lighting purposes and for envmap distortion
 
;"$bumpmap2" "''path to normal map''"
 
:Used for the WorldVertexTransition shader.
 
;"$parallaxmap" "''path to height map''"
 
:Use for parallax mapping. Not functional.
 
;"$texture2" "''path to 2nd base texture''"
 
:Used for "twotexture"-type shader.
 
 
 
===Texture Adjustment===
 
;"$bumpscale" ''float''
 
;"$parallaxmapscale" ''float''
 
 
 
===World Interaction===
 
;"$surfaceprop" "''surface property''"
 
:Defines the gib types and impact sounds of the material. See [[Material surface properties|Material Surface properties]] for more information.
 
 
 
===Reflections===
 
;"$envmap" "env_cubemap"
 
:Uses nearest env_cubemap for reflection.
 
;"$envmaptint" "[''float float float'']"
 
:Scales the red, green, and blue components of the envmap.
 
;"$normalmapalphaenvmapmask" 1
 
:Masks the envmap according to the alpha channel of the normal map.
 
 
 
===Lighting/Rendering===
 
;$additive 1
 
:Renders the texture additively (Its colors are added to, instead of replacing, what is displayed behind it).
 
;"$alpha" ''float''
 
:Scales material opacity by the 'float' number.
 
;"$color" "[float float float]"
 
:Scales red, green, and blue components of the material.
 
;"$nocull" 1
 
:Make the surface two-sided.
 
;"$selfillum" 1
 
:Uses $basetexture's alpha channel to set minumum clamps on the lighting.
 
 
 
===Other===
 
;"$decal" 1
 
:Needed for a material to be rendered as a decal. See [[Creating Decals]].
 
;"$model" 1
 
:Used on materials applied to models (''used with "UnlitGeneric", "Refract" and others'').
 
;"$translucent" 1
 
:used with "UnlitGeneric" "VertexlitGeneric" "LightmappedGeneric" and many more shaders to enable a oppacity map according to the alpha channel of the "$basetexture".
 
;"$writeZ" 1
 
:Only used by materials using the modulation shader. Setting $writeZ to 1 forces the material to set the z value in the depth buffer (so things z-buffer against it). By default, the modulation shader doesn't set the z value.
 
 
 
==See also==
 
 
 
[[Creating Materials]]
 

Latest revision as of 04:26, 6 July 2018

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