LUX
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LUX是一个专门为 起源2013 单人分支和 起源2013 多人分支制作和开发的模组,其目的皆在为完全重写所有原版和 Mapbase的着色器
目标
- 大修\清理
materialsystem\stdshaders\
目录
- 警告:除了现有的着色器编译功能外,几乎所有的东西都被“扬了”。
-
- 大幅减少所有着色器的编译时间
- 注意:即便使用高端CPU也至少需要半天或更久的时间进行编译。以 LUX为例,在4核@4.1Hz环境下编译整个LUX_Lightmappedgeneric仅需要大约30秒
- 着色器仅使用SM 3.0
- Why?: ps20b及以下有太多限制。缺少可用的常量寄存器会导致极端分支和大量“组合”。使代码变成一坨难以阅读和理解的屎山。这会抑制模组制作者的积极性。
- 注意:SM3.0于2004年发布,V社在2008年考虑到了ps2.0及以下的低端硬件。详见幻灯片第8页
- 注意:这意味着不支持SM3.0的低端硬件将无法使用新的着色器
- 注意:Linux和MacOS暂无官方支持。以上系统用户需要使用
togl
进行补丁才能使用SM3.0,或使用DXVK
- 完全重写.h, .cpp, .fxc文件
- 更多有关着色器、自身参数、如何工作以及任何可能的注意事项的文档
- 注意:你可能已经注意到了如$lightwarptexture、$detail、UnlitTwoTexture、$envmapmask得到了由ShiroDkxtro2贡献的重大更新
- 他为添加了新的注意事项和bug记录。这些文档是 LUX开发的直接结果,尽管开发的重点集中在上,因为他们是开源项目
- 注意:目前缺少有关着色器如何在起源中工作的文档,这导致起源的图形学领域门槛很高,需要有大量的相关经验,阻碍了模组制作者们修改着色器和创作自己的
- 参见:
计划实现的功能
. 这个目标包含了例如$selfillumtexture的旧功能和例如$phongalbedoboost(仅存在于 csgo 之中)的新功能
- 修复大多数参数的Bug和警告
- 参见:
原版着色器与LUX着色器对比
- 禁用特定功能的简单方法
- 注意:已制作一个自定义的预处理程序,可以通过禁用不需要的功能来使着色器编译的更快
- 对Mapbase的兼容性
- 注意:要替换其他mod(如Source 2013社区版,以Mapbase为本体的mod)修改的原版着色器,应该和直接替换
stdshaders\
目录一样简单 - 注意: 以上假定除修改的原版着色器外无其他的自定义着色器,但如果确实有,开发者应该能将它们添加回来,因为这是添加自定义着色器的先决条件
计划实现的功能
这是正在实施的新功能列表,或者将从较新的引擎分支移植/复刻的功能,例如
重要: LUX不使用任何的泄露代码。像$phongalbedoboost(仅存在于 csgo 之中)这样的功能不是什么难以实现的东西,它们可以在不使用泄露代码的情况下安全的复现
- 警告:对于更复杂的功能,与V社的实现方法相比可能存在视觉差异。
出于 Mapbase兼容性而需实现的功能
- 来自的$phongdisablehalflambert+
- 所有“几何”用着色器的径向雾
- Spline-Ropes
- 视差修正反射贴图
- 注意:就像 Mapbase一样,视差反射需要自定义的地图编译器
- VertexLitGeneric上同时使用$envmapmask 反射遮罩和$bumpmap 法线贴图的支持
- 控制器着色器"Postprocessing"的替代品
- 来自的着色器"Engine_post"替代品
- $blendmodulatetexture的Hammer内预览修复
- 固体用漫反射
- 树叶飘动
New Features
- In Models utilizing Model Lightmapping can use $bumpmap. Additionally all Model shaders will be able to utilize this feature. Except they have $phong.
- 重要:The Lightmap does not do bumped-lighting using the bumpmap. Only named-lights/projected textures will be able to do so.
- 注意: Lightmapped models will not be able to receive $phong. This is not planned at the moment but should be possible for named-lights/projected textures!
- 警告:The way this is currently implemented requires a custom written tool, two smd's ( one with lightmap uv ) and also has a lot of precision loss for the Lightmap UV's. Additionally this requires a custom compiler!
Features ported/recreated/revived
- $phongdisablehalflambert From + - Also needed for
- $phongexponentfactor From , with LUX also on
- $phongalbedoboost From - Its just
BaseTexture * $PhongAlbedoBoost
... No leaked code! - $basemapluminancephongmask From +
- 注意:LUX allows the use of Rec. 709 HDTV Luminance Weights.
float3(0.2126f, 0.7152f, 0.0722f)
.
Previously SDK_ Shaders would use the NTSC Analog Television standard of float3(0.2990f, 0.5870f, 0.1140f)
- $selfillumtexture Deprecated since - This used to be obsolete
- 注意: Yes, there is a use for this! $detailblendmode 5 is commonly used for glowing textures. This parameter allows for not wasting your $detail. Additionally no $emissiveblend is required.
- 参见: PBR Shaders in the community commonly have a $emissiontexture parameter that does EXACTLY what $selfillumtexture does in LUX.
- Water Shader with $flowmap Support - From
- $envmaplightscale From for brushes+ AND models (仅存在于 之中)+
- 重要:
Features that are being discarded
- $envmapsphere and related - These features have been removed since and are obsolete.
- $bumpmask and related
Features that won't be ported/recreated/revived
- $basealphaenvmapmaskminmaxexp from - This parameter is not yet documented on the VDC, it is also unclear what exactly it does...
- $EnvMapLightScaleMinMax from
Not functional - FOR NOW
- $emissiveblend - Non-Existant. Planned for later.
- $distancealpha - Non-Functional. Planned for later.
- $ssbump - Non-Functional. Planned for later.
- $detailblendmode
10 & 11
. - Non-Functional. Planned for later.
Stock Shaders VS LUX
待完善: Move This to their own pages or something like that.
LightMappedGeneric
Stock Shader's
错误:$detailblendmode 2-9 Don't work. [todo tested in?]
错误:$detailblendmode 6 Doesn't work. [todo tested in?]
错误:$detailblendmode 1-6, 8 Don't work. 9 Does not work with $bumpmap, $envmap or $selfillum [todo tested in?]
错误:$bumpmap + $envmapmask Doesn't work, except in 反恐精英:全球攻势 [todo tested in?]
错误:$lightwarptexture + $detail Doesn't work [todo tested in?]
错误:$basealphaenvmapmask + bumpmap Doesn't work [todo tested in?]
注意:$selfillummask Missing
注意:$selfillum_envmapmask_alpha Missing
注意:$selfillumfresnel Missing
注意:$blendtintbybasealpha Missing
注意:$detailtexturetransform Missing
注意:$lightwarptexture Missing
注意:$envmapfresnelminmaxexp(仅存在于 + 之中)
注意:$envmaplightscale(仅存在于 + 之中)
注意:$basealphaenvmapmask requires inverted masks
LUX_LightMappedGeneric
- $detailblendmode 1-9 works.
- $detailblendmode 10-11 planned.
- $bumpmap + $envmapmask works, used to be (仅存在于 . 之中)
- $lightwarptexture + $detail works ( does not work in ).
- $basealphaenvmapmask + $bumpmap works.
- $selfillummask Exists now.
- $blendtintbybasealpha Exists now.
- $selfillum_envmapmask_alpha Exists now.
- $detailtexturetransform Exists now.
- 注意:Caveat - Has higher priority than $selfillum/$selfillummask.
- 注意:Caveat - $selfillumtexture has higher priority than both.
- 重要:$basealphaenvmapmask does no longer require a flipped mask.
- 解决方案:Materials that previously used have to be adjusted. Use $envmapmask or $normalmapalphaenvmapmask instead!
VertexLitGeneric
Stock Shader's
Always
$envmaplightscale(仅存在于 之中).
Without $Bumpmap
错误:$detailblendmode 10-11 Don't work. [todo tested in?]
错误:$selfillumfresnel missing. [todo tested in?]
错误:$lightwarptexture missing. [todo tested in?]
- 注意:$lightwarptexture fores bumpmapping by binding a default one, unless one is manually specified.
With $Bumpmap
错误:$detailblendmode 5-11 Don't work. [todo tested in?]
错误:$detailblendmode 5-6 & 8-11 Don't work. [todo tested in?]
注意:$envmapmask missing. Except .
注意:$selfillummask missing.
注意:$selfillum_envmapmask_alpha missing.
错误:$selfillumfresnel disables $normalmapalphaenvmapmask. [todo tested in?]
With $Phong
错误:$detailblendmode 8-11 Don't work. [todo tested in?]
错误:$invertphongmask In the shadercode, only flips the mask used for $envmap.
证实:Also on newer branches?
[todo tested in?]错误:$phongalbedotint cannot be used without $phongexponenttexture. [todo tested in?]
错误:$phongwarptexture does not work. [todo tested in?]
错误:$phongalbedoboost(仅存在于 之中) + $detail does not work. [todo tested in?]
错误:$phongtint disables $phongalbedotint. [todo tested in?]
错误:Only in + $envmap masked by $basetexture luminance when $normalmapalphaenvmapmask and $basemapluminancephongmask is used. [todo tested in?]
错误:$envmap masked by $basetexture alpha when $normalmapalphaenvmapmask and $basemapalphaphongmask is used. [todo tested in?]
错误:$basemapalphaphongmask makes $phong ignore the $bumpmap. [todo tested in?]
错误:$selfillumfresnel + $normalmapalphaenvmapmask will cause the $envmap to be multiplied by
0.0f
regardless of whether $invertphongmask is used. [todo tested in?]错误:$selfillumfresnel will cause $envmap to be masked using the $basetexture alpha channel [todo tested in?]
注意:$phongdisablehalflambert only in +
注意:$phongexponentfactor only in
注意:$basemapluminancephongmask only in +
注意:$phongalbedoboost only in +
LUX_VertexLitGeneric
Without $Bumpmap
- $detailblendmode 10-11 planned. If possible.
- $selfillumfresnel Exists now.
- $lightwarptexture Exists now.
- 待完善: Make a parameter that allows its usage. Right now default behavior is replicated and a default bumpmap is bound.
With $Bumpmap
- $detailblendmode 5-9 work.
- $detailblendmode 10-11 planned. If possible.
- $envmapmask Exists now.
- $selfillummask Exists now.
- $selfillum_envmapmask_alpha Exists now.
- $selfillumfresnel + $normalmapalphaenvmapmask Works now.
With $Phong
- $detailblendmode 8-9 work now.
- $detailblendmode 10-11 planned. If possible.
- 注意:$invertphongmask Now only flips the mask used for phong. It will no longer touch the envmapmask at all.
- 注意:$phongalbedotint can now be used without $phongexponenttexture.
- 注意:Will use entirety of $basetexture, without being masked.
- $phongwarptexture works. ( does not work in ).
- $phongalbedoboost Exists now. Used to be (仅存在于 . 之中)
- $phongalbedoboost + $detail Works. Does not work in 反恐精英:全球攻势.
- 注意:$phongtint does no longer disable $phongalbedotint. It will do
($baseTexture * Mask) * $PhongTint
- 注意:When no $phongexponenttexture is specified, Mask will be 1.0f!
- $envmap Can now be not-masked by using a new parameter (
$phongenvmapnomask
) - 重要:By default the original masking for the $envmap will be replicated as to not have disparity.
However it can now be overriden using two new parameters. $phongforcebasealphaenvmapmask
and $phongforcenormalmapalphaenvmapmask
- $basemapalphaphongmask no longer makes $phong ignore the $bumpmap.
- 注意:This will make materials that previously used this intentionally, look different.
- $selfillumfresnel + $normalmapalphaenvmapmask will no longer multiply the $envmap by
0.0f
- $phongdisablehalflambert Exists now. ( Used to be (仅存在于 + 之中)
- $phongexponentfactor Exists now for . ( Used to be (仅存在于 之中)
- $basemapluminancephongmask Exists now. ( Used to be (仅存在于 + 之中)
- $phongalbedoboost Exists now. ( Used to be (仅存在于 + 之中)
待完善: Add LUX_WorldVertexTransition and other LUX_ Shaders to this list of comparison and changes.
- 注意: Probably better as their own pages to document all parameters.