Talk:Shader Types and Parameters\Sources

From Valve Developer Community
Jump to: navigation, search

(See Talk:Shader Types and Parameters#Shader/Parameter Sources for an explanation to this list.)


Shaders/Parameters Not Yet In This List

You can fill in this list if you have found a new shader/parameter, but is too lazy to provide additional information about it.

  • ...
  • ...
  • ...
  • ...


Shaders

alienscale

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


"Bloom"

  • The following additional info is not printed in the Shaders in Dev\ article because I might have gotten this here info from outdates files (Koders), so this here might no longer be accurate:
  • Found in released mod code, defined in bloom.cpp. Only parameters are "$FBTexture" <texture> and "$BlurTexture" <texture>.
  • Possibly replaced by newer shaders.


"Cloud"

  • Found in Source Materials.gcf. Only used by the materials "Nature\cloud001c.vmt", "shadertest\cloud.vmt" and "shadertest\jet.vmt".
  • Probably not defined by released mod code.

debugbumpedlightmap

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


debugbumpedvertexlit

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


debugfbtexture

  • Not found in Source Materials.gcf.
  • Only refered to once in released mod code. (src\cl_dll\view_scene.cpp)
  • Looks familiar - see the Bloom shader parameter "$FBTexture".
  • There is a material called Debug\debugfbtexture0.vmt, but it uses the shader UnlitGeneric instead.
  • Not working? Removed?


debuglightmap

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


debugnormalmap

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


debugunlit

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


debugvertexlit

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


"Eyeball"

  • Found in Source Materials.gcf. Used by numerous materials in the "Models\" folder (and a few in the "shadertest\" folder) only.
  • Unknown if defined in released mod code.


"eyes"

  • Found in Source Materials.gcf. Used by numerous materials in the "Models\" folder only.
  • Unknown if defined in released mod code.


fillrate

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


jellyfish

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


jojirium

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


"LightmappedGeneric"

  • Found in Source Materials.gcf. Probably the most common shader type.


"LightmappedGeneric_DX6"

  • Found in Source Materials.gcf, in four materials: "Dev\dev_monitor.vmt", "Glass\glasswindowbreak070a.vmt", "Nature\toxicslime002a.vmt" and "Nature\water_movingplane.vmt".
  • Mentioned, but not found, in released mod code.
  • A fallback for the LightmappedGeneric shader when DirectX 6 was supported
  • Remark from Valve: "This takes into account the alpha channel of the basetexture which we can't modulate against under dx7 since envmap happens in a separate pass."


"LightmappedGeneric_DX8"

  • Found in Source Materials.gcf in numerous places.
  • Found in released mod code.


"LightmappedGeneric_DX9"

  • Found in Source Materials.gcf in numerous places.
  • Found in released mod code.


"LightmappedGeneric_NoBump_DX8"

  • Found in Source Materials.gcf, in 14 materials (13 in the "Metal/" folder and 1 in the "Concrete/" folder).
  • Not found in released mod code.
  • Probably a fallback shader to reduce fillrates.


"LightmappedTwoTexture"

  • Found in Source Materials.gcf. Only used by the material "Glass\glasswindow018a_cracked.vmt".
  • Not found in released mod code.


modeladditivetransEnvMapwithMaskedTexture

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


"Modulate"

  • Found in Source Materials.gcf in 14 materials in various folders, among them "shadertest\Modulate.vmt".

overlay_fit

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


"predator"

  • Found in Source Materials.gcf. Used by only one material: "Sprites\predator.vmt"
  • Not found in released mod code.


reflecttexture

  • Not found in Source Materials.gcf. May have been confused with the parameter with the same name.
  • Most likely not found in the released mode code. (Only the parameter is.)
  • Not working? Removed?


"Refract"

  • Found in Source Materials.gcf. Used in numerous materials.


"Refract_DX60"

  • Found in Source Materials.gcf, in 14 materials located in the "Effects\", "Models\" and "Sprites\" folders only.


"Refract_DX80"

  • Not found in Source Materials.gcf.
  • Defined in refract_dx80.ccp


"Refract_DX90"

  • Not found in Source Materials.gcf.
  • Defined in refract.ccp.


"Sprite"

  • Found in Source Materials.gcf. Used in lots of materials, most of which are in the "Sprites\" folder.


"Teeth"

  • Found in Source Materials.gcf. Used in 11 materials, all of which are in the "Models\" folder.


"UnlitGeneric"

  • Found in Source Materials.gcf. Used in numerous materials.
  • Defined in src\materialsystem\stdshaders\unlitgeneric_hdr.cpp.


"UnlitGeneric_DX8"

  • Found in Source Materials.gcf. Used in only one material: "Models\Kleiner\glass2.vmt"
  • Defined in src\materialsystem\stdshaders\unlitgeneric_dx8.cpp.


"UnlitGeneric_DX9"

  • Not found in Source Materials.gcf.
  • Defined in src\materialsystem\stdshaders\unlitgeneric_dx9.cpp.


"UnlitGeneric_HDR_DX9"

  • Not found in Source Materials.gcf.
  • Defined in src\materialsystem\stdshaders\unlitgeneric_hdr_dx9.cpp.


"UnlitTwoTexture"

  • Found in Source Materials.gcf. Used in many materials, mostly screens and forcefields.
  • Defined in src\materialsystem\stdshaders\unlittwotexture.cpp.


"VertexLitGeneric"

  • Found in Source Materials.gcf. Used in numerous materials, most in "Models\".


"VertexLitGeneric_DX8"

  • Found in Source Materials.gcf. Used in 7 materials, all in the "Models\" folder.
  • Defined in src\materialsystem\stdshaders\vertexlitgeneric_dx9.cpp.


"VertexLitGeneric_DX9"

  • Found in Source Materials.gcf. Used in only four materials: "Models\Combine_Dropship\dropshipsheet.vmt", "Models\Combine_Strider\striderdecalsheet.vmt", "Models\Stalker\stalker_sheet.vmt" and "Models\Zombie_Classic\Zombie_Classic_sheet.vmt"
  • Defined in src\materialsystem\stdshaders\vertexlitgeneric_dx9.cpp.


"Water"

  • Found in Source Materials.gcf.


"Water_DX60"

  • Found in Source Materials.gcf. Used in many materials, all in the "Dev\" and the "Nature\" folder.


"Water_DX80"

  • Found in Source Materials.gcf. Used in 19 materials, all in the "Nature\" folder.
  • Defined in src\materialsystem\stdshaders\water_dx80.cpp.


"Water_DX81"

  • Found in Source Materials.gcf. Used in 15 materials, all in the "Nature\" folder.
  • Defined in src\materialsystem\stdshaders\water_dx81.cpp.


"Water_DX90"

  • Found in Source Materials.gcf. Used in only four materials: "Dev\dev_water3.vmt", "Nature\water_canals_water2.vmt", "Nature\water_canals_water_clear.vmt" and "Nature\water_canals_water_murky.vmt"
  • Defined in src\materialsystem\stdshaders\water.cpp.
  • Valve remarks: "Only used in dx90 and higher", "ALSO NOTE: This *cannot* exist in the root level, because the presence of this is used to determine whether to do the reflection in the client DLL"


watersurfacebottom

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


"WorldTwoTextureBlend"

  • Found in Source Materials.gcf. Used in only three materials: "Concrete\concretefloor009a.vmt", "Metal\metalfloor005a.vmt" and "shadertest\WorldTwoTextureBlend.vmt".
  • Not found in released mod code.


worldvertexalpha

  • Not found in Source Materials.gcf.
  • Not found in released mod code.
  • Not working? Removed?


"WorldVertexTransition"

  • Found in Source Materials.gcf. Used in numerous materials in the "Nature\" folder only.
  • Not found in released mod code (but perhaps referred to).


"WorldVertexTransition_DX9"

  • Found in Source Materials.gcf. Used in only one material: "Nature\canal_reeds.vmt"
  • This material (Nature\canal_reeds.vmt) uses the shader to add a normalmap texture to the material.
  • Not found in released mod code (but perhaps referred to).


Parameters

"$selfillumtexture"

  • Used by only three materials in Source Materials.gcf: "Decals\decalglasswindow003a.vmt", "Decals\decalmetalvent004a.vmt" and "Decals\decalporthole001b.vmt".
  • Not found in released mod code.

"$decalscale"

  • Found in Source Materials.gcf. Used by numerous materials in the Decals\ and Props\ folder.
  • Not found in released mod code.


"$refractionamount"

  • Found in Source Materials.gcf. Used by only one material: "Sprites/predator.vmt"
  • Not found in released mod code.
  • Possibly a misspelling of the parameter "$refractamount" found in the mod code.