Shader Types and Parameters

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This is a list of all shader types currently available. Not all of them are necessarily useful.

Shader Type Description Parameters
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
internalframesync
jellyfish
jojirium
lightmappedgeneric The most common texture. A basetexture is multiplied by a lightmap.
"$basetexture" "path to base texture"
"$surfaceprop" "surface property"
"$bumpmap" "path to normal map" 
"$parallaxmap" "path to height map" 
"$parallaxmapscale" float 
"$envmap" "env_cubemap" 
"$envmaptint" "[float float float]" 
"$normalmapalphaenvmapmask" 1 
"$decal" 1
"$selfillum" 1
"$nocull" 1
"$alpha" float
"$color" "[float float float]"

Only the $basetexture line is required. Using the $selfillum line will cause the alpha channel of the $basetexture to give the material minimum brightness in any lighting. The $alpha line will scale the opacity of the material by the float defined. The floats in the $color line will scale red, green, and blue.

lightmappedtwotexture Two basetextures 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.
shadow
shadowbuild
shadowmodel
showdestalpha
skyfog
sprite
teeth
translucentlightmap
unlitgeneric The most basic texture. A basetexture appears at full brightness.
unlittwotexture Two basetextures are mixed evenly and appear at full brightness.
vertexlitgeneric A basetexture with vertex lighting.
vertexnormals
volumetricfog
water
watersurfacebottom
wireframe
worldtwotextureblend Used for displacement surfaces (terrain). Two basetextures are vertex lit. The percentage blend of each of the two textures is defined by alpha painting in Hammer.
worldvertexalpha Used for displacement surfaces (terrain). A basetexture is vertex lit.
worldvertextransition
writeZ
yuv

See also

Creating Materials

Creating a Material Tutorial