Category talk:Shader parameters
Why are these all here on the talk page tho?? --Craziestdan 09:34, 2 Jan 2009 (PST)
- It wouldn't do to spam up the main page with all this until it can be described and sorted. --TomEdwards 14:45, 2 Jan 2009 (PST)
- Gotcha ;) --Craziestdan 15:27, 2 Jan 2009 (PST)
I've created a stub for a full list of shader parameters that could obsolete this talk page list from needing to be here. --CodingAintFun 12:52, 2 Nov 2023 (PST)
We should remove all shaders from this list that have been finished already, so we can break the list down and move the finished pages into categories, it's no good leaving new finished pages left in the talk page.--Craziestdan 01:01, 24 January 2009 (UTC)
List of Shader Parameters from HL2world.com
retrieved[1] April 2008 (last updated July 2006 by-nc-nd)
- $2basetexture
- $a_b_halfwidth
- $a_b_noise
- $a_s_halfwidth
- $a_s_noise
- $a_t_halfwidth
- $a_threshold
- $abstmp
- $additive
- $alpha
- $alpha_bias
- $alphatest
- $animatedtextureframenumvar
- $animatedtextureframerate
- $animatedtexturevar
- $basetexture
- $basetexture2
- $basetextureoffset
- $basetexturescale
- $basetexturetransform
- $basetexturetransform2
- $bluramount
- $blurtexture
- $bottommaterial
- $brightness
- $bumpbasetexture2withbumpmap
- $bumpframe
- $bumpmap
- $bumpoffset
- $bumpscale
- $bumptransform
- $cheapwaterenddistance
- $cheapwaterstartdistance
- $clientshader
- $cloudalphatexture
- $cloudscale
- $color
- $comparez
- $crackmaterial
- $decalfadeduration
- $decalfadetime
- $decalscale
- $decalsecondpass
- $detail
- $detail2
- $detailframe
- $detailscale
- $detailscale2
- $dudvframe
- $dudvmap //a type of texture map used on a refration shader, use nvidia plugin for pshop to create
- $dummyvar
- $env_cubemap //sets certain properties to use ingame cubemaps eg. $envmap env_cubemap]]
- $envcontrast
- $envmap
- $envmapcontrast
- $envmapframe
- $envmapmask
- $envmapmaskframe
- $envmapmaskscale
- $envmapmasktransform
- $envmapsaturation
- $envmaptint
- $eyeorigin
- $eyeup
- $fadeoutonsilhouette
- $falloffamount
- $falloffdistance
- $falloffoffset
- $fbtexture
- $fixedfunction
- $flags
- $flags_defined
- $flags_defined2
- $flags2
- $fogcolor
- $fogenable
- $fogend
- $fogstart
- $forcecheap
- $forceexpensive
- $forward
- $frame
- $frame2
- $frametexture
- $fresnelreflection
- $glassenvmap
- $glassenvmaptint
- $glint
- $glintu
- $glintv
- $gradienttexture
- $halfwidth
- $hasselfillum
- $ignorevertexcolors
- $illumfactor
- $iris
- $irisframe
- $irisu
- $irisv
- $j_b_halfwidth
- $j_b_noise
- $j_basescale
- $j_s_halfwidth
- $j_s_noise
- $j_t_halfwidth
- $j_threshold
- $leakamount
- $leakcolor
- $leakforce
- $leaknoise
- $lights
- $maskscale
- $maxlight
- $mean
- $micros
- $micros_frame
- $micros_transform
- $minlight
- $mod2x
- $modelmaterial
- $multiply
- $multiplyby_max_hdr_overbright
- $multiplybyalpha
- $multiplybycolor
- multipass 1 //in glasswindowbreak070a : guess that it allows decals or multiple textures to overlay on it.
- $nocompress
- $nocull
- $noisechoice
- $normal
- $normalmap
- $normalmapenvmask
- $noscale
- $one
- $passcount
- $polyoffset
- $pulserate
- $reflectamount
- $reflectentities
- $reflecttexture
- $reflecttint
- $refractamount //change how much the shader refracts. Decimal value
- $refractionamount
- $refracttexture
- $refracttint //change the hue of the refration
- $refracttinttexture //use a texture map to change the hue of the refraction
- $refracttinttextureframe
- $scale
- $selfillumtexture
- $selfillumtextureframe
- $selfillumtint
- $shaderprop
- $spriteframe
- $spriteorientation
- $spriteorigin
- $spriterendermode
- $subdivsize
- $surfaceprop
- $surfaceprop2
- $temp
- $temp1
- $temp2
- $tempvec
- $tex2offset
- $tex2scale
- $texoffset
- $texscale
- $texture2
- $texture2scale
- $texture2transform
- $time
- $tooltexture
- $translucent
- $translucent_material //best guess is, use a grayscale image instead of $basetexture for transp.
- $translucentgoo
- $unlitfactor
- $usebumpmap
- $usingpixelshader
- $waterdepth
- $wave
- $wetbrightnessfactor
- $writeZ
- $xo_b_halfwidth
- $xo_b_noise
- $xo_s_halfwidth
- $xo_s_noise
- $xo_t_halfwidth
- $xo_threshold
- $zero
Compile Parameters from HL2world.com
Should place all these together into 1 page, as they all have the same effect. %compile Textures
- "%compileclip" 1
- "%compiledetail" 1
- "%compilefog" 1
- "%compilehint" 1
- "%compileladder" 1
- "%compilenodraw" 1
- "%compilenonsolid" 1
- "%compilenpcclip" 1
- "%compileorigin" 1
- "%compilepassbullets" 1
- "%compileplayercontrolclip" 1
- "%compileskip" 1
- "%compilesky" 1
- "%compileteam" 1
- "%compiletrigger" 1
- "%compilewater" 1
- "%compilewet" 1
- "%detailtype" //there's a wiki format issue with using "%detail" string as a link ^^
- "%keywords" "c17downtown,c17industrial"
- "%notooltexture" "dev/water_normal"
- "%tooltexture" "dev/water_normal"
Left 4 Dead params
- VertexLitGeneric
- $shinyblood
- $shinybloodexponent
- $allowdiffusemodulation
- $ambientocclusion is this only for L4D?
- $shaderSrgbRead360
- $color2
- $basemapluminancephongmask
- $basemapalphaphongmask
- $allowalphatocoverage (related to $distancealpha?)
- $blendtintbybasealpha
- $compress ("Wrinkle map")
- $stretch ("Wrinkle map")
GPU>=2?$phong
-this is like the shader fallbacks- will only use phong if the PC in use has more then 1 GPU. It won't let me add a page for this, because of the syntax, but maybe we should make a single page for all material optimisations?? Thoughts? --Craziestdan 01:44, 24 January 2009 (UTC)- That conditional is actually based on the users graphics settings, not number of GPUs (at least in L4D2). I documented what I could find in Material_optimization. --Rectus (talk) 11:31, 4 November 2014 (UTC)
- EyeRefract
- $AmbientOcclTexture // Ambient occlusion in RGB, A unused
- $RaytraceSphere // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round (ps.2.0b and later)
- $SphereTexkillCombo // Default 1 - Enables killing pixels that don't ray-intersect the sphere (ps.2.0b and later)
- $CorneaTexture // Special texture that has 2D cornea normal in RG and other data in BA
- $CorneaBumpStrength
- $ParallaxStrength
TF2 params
// Rim lighting parameters $rimlight 1 // To enable rim lighting (requires phong) $rimlightexponent 4 // Exponent for phong component of rim lighting $rimlightboost 2 // Boost for ambient cube component of rim lighting $rimmask 1 // Use the alpha channel of the $phongexponenttexture as a rim mask. $glossiness 0.5 // Default 1.0 (attenuates reflections..making the irises seem darker)
Orphaned Shaders
just starting a list of shader parameters I found on Special:LonelyPages. not sure if there's any particular page that's supposed to link to them or if people just need to figure out where to link to them.