Shaders - AlpyneDreams/Source2Wiki GitHub Wiki
aerial_perspective:
Applies Rayleigh scattering to simulate the appearance of far away objects through atmospheric scattering
apply_fog:
Apply accumulated fog to the opaque rendered objects
bilateral_blur:
Used to apply a two-pass separable box blurring filter to an image
bink:
Used to draw bink movies
black:
Cheap shader that just outputs black (with fog)
blend:
Blend Shader for world surfaces
bloom:
Bloom downsample, shape, and blur
blur:
RGB blur using one of 4 Gaussian kernels
brushsplat:
Shader that lets you blend lots of textures together over a surface
cables:
Cables shader used for particle system cables
celestial_body:
Shader used to draw celestial bodies in the skybox with a particle system
convolve_environment_map:
Blurs cubemap faces according to the GGX specular term.
copytexture:
Copy texture
$debug:
debug_sh_visualization:
Used to inject point light sources into a light propagation volume
debug_show_texture:
debug_sunshadow_vis:
Used to visualize the cascaded shadow map split boundaries
debug_wireframe_2d:
Simple, no frills screenspace wireframe with per-vertex colors
debugoverlay_wireframe:
Wireframe for tools
deferred_shading:
Tiled Deferred Shading
depth_only:
Depth Only - Used as a Mode Fallback
depth_only_foliage:
Depth Only - Used as a Mode Fallback
downsample:
Shader to downsample rendertargets
error:
Error shader
fogsprite:
Shader used to render volumetric fog particles
fogtonemapsrgb:
Computes a local ambient occlusion (AO) term using the g-buffer
foliage:
Foliage shader with animation
gaussian_bloom_blur:
Screenspace Reflections Blur
general_filter:
Shader used form performing various 2d convolutions.
generic:
Shader that is used for tools helper materials in core
generic_light:
Used to accumulate lighting for light geometry
glass:
A glass shader.
gradient_aa_lines:
Gradient Antialiased Lines Shader
grasstile:
Grass Shader
grasstile_preview:
Standard shader for all non-blend surfaces
hdr_post_process:
HDR Tonemapping and Postprocessing
height_fog:
Accumulate fog density from a ground-plane-based fog volume
imageformat_test:
Used for rendersystemtest imageformattest
irradiance_volume:
Used to splat irradiance volume lighting into the world
$light_propagation_volumes:
light_propagation_volume:
Used to splat light propagation volume lighting into the world
light_propagation_volume_accumulate:
Used to accumulate intermediate LPV propagation passes to final result using additive blending
light_propagation_volume_fixup:
Used to inject point light sources into a light propagation volume
light_propagation_volume_injection:
Used to inject point light sources into a light propagation volume
light_propagation_volume_propagation:
Used to inject point light sources into a light propagation volume
minimap_fow:
Used to draw fog of war on the minimap
morph_composite:
Composite morph texture
$occlusion:
occluder_depth_overlay:
Occluder Depth Overlay
occluder_vis:
Shader to visualize occluder geometry
occlusion:
Shader used by occlusion query proxy rendering
$panorama:
panorama:
Used for Panorama UI
panorama_fancyquad:
Used for panorama fancy quad
panorama_test:
Used for rendersystemtest panoramatest
parallax_occlusion:
Parallax Occlusion Mapping test material
physics_wireframe:
Wireframe for physics model visualization
post_process:
Post processing
$decals:
projected_decal_modulate:
Projected modulated decal
projected_decals:
Projected decals
projected_sheet_decals:
Projected decals (VR)
reconstruct_normals:
Creates a buffer of normals reconstructed from depth while performing nearest-filtered downsampling of depth.
refract:
Refraction
sampletexture_bicubic:
Shader that scales input texture using bicubic filtering
screen_texture_with_depth:
Used to draw screen space textures at a specific depth
$screenspace_reflections:
screenspace_reflections:
Screenspace Reflection Shader
screenspace_reflections_blur:
Screenspace Reflections Blur
$sfm:
sfm_accumulation:
Shader used by the SFM's accumumation buffer
sfm_hsl_grain:
Shader used by the SFM's CDmeHSLGrainFXClip
sfm_textured_unlit:
Unlit Textured With Depth
sfm_volumetrics_frustum:
Shader used by the SFM's volumetric lights
simple:
Simple shader to use as a starting point for writing new shaders
simple_water:
Standard shader you should use on everything for now
$sky:
sky:
Used to draw the skybox
sky_lighting:
Sample lighting from sky paraboloid map
sky_model:
Implementation of 'An Analytic Model for Full Spectral Sky-Dome Radiance' presented by Lukas Hosek and Alexander Wilkie of Charles University in Prague in SIGGRAPH 2012.
solidcolor:
A shader for untextured and unlit meshes
spritecard:
Shader used by the particle system
spriteentity:
Shader used by env_sprite
$ssao:
ssao:
Computes a local ambient occlusion (AO) term using the g-buffer
ssao_bilateral_blur:
Scalable Ambient Obscurance Bilateral Blur
ssao_convert_depth:
Scalable Ambient Obscurance Depth Conversion
ssao_downsample_depth:
Scalable Ambient Obscurance Depth Downsample
ssao_scalable_ambient_obscurance:
Scalable Ambient Obscurance AO computation
sunlight:
Used on opaque objects for rendering into parallel split shadow buffers
tonemap_query:
Compares the luminance against a constant value and returns all 1's when greater
$tools:
tools_2d_generic:
Screenspace, per-vertex color, (optionally) textured
tools_encode_environment_map:
Performs essential processing on cube map faces.
tools_generic:
Tools Generic
tools_light_probe:
Shader used in tools to render the reflection from an environment map. Meant to look like Paul Debevec's light probes. See www.debevec.org/probes
tools_modelviewer_wireframe:
Debug shader that renders wireframe for model viewer
tools_selection_overlay:
Selection overlay
tools_solid:
Solid/stripes/checkerboard for tools
tools_solid_color:
Solid color
tools_sprite:
Point rendering for tools
tools_textured_unlit:
Unlit Textured
tools_visualize_collision_mesh:
Debug shader to visualize collision meshes
tools_visualize_tangent_frame:
Debug shader that render normals or tangent space as lines
tools_wireframe:
Wireframe for tools
ui:
Used to draw UI elements
unlit:
Used to draw UI elements
upsampleindirect:
Computes a local ambient occlusion (AO) term using the g-buffer
$visualization:
visualize_depth:
Expensive shader to visualize a depth texture
visualize_nav:
Simple shader to use as a starting point for writing new shaders
visualize_physics:
Simple shader to use as a starting point for writing new shaders
$volumetric_fog:
volumetric_fog_apply:
Applies volumetric fog to each pixel on screen
volumetric_fog_create_density:
Applies volumetric fog to each pixel on screen
volumetric_fog_integrate:
Integrates volumetric fog from front to back of the volume
$vr:
vr_depth_only:
VR Depth Only - Used as a Mode Fallback
vr_eyeball:
Eyeballs
vr_monitor:
Style Monitor Shader
vr_shatterglass:
Shatterglass
vr_simple:
Diffuse-only shader with no normal maps
vr_skin:
Shader for skin/flesh materials
vr_skin_blended:
Shader for skin/flesh materials - Allows you to blend between different types of skin
vr_standard:
Standard shader for surfaces that require normal maps
vr_stencil:
Shader used for rendering stencil pattern to mask pixels user can't see through lenses
vr_substance_painter:
Substance Painter shader - Should render objects as they appear in substance painter
vr_unlit:
Unlit shader
vr_warp:
Shader used for warping each stereo view for lens correction
vr_wormhole:
Shader for wormhole teleportation effect
warp_test:
Test shader for testing 'extra shader data' functionality in sceneobjects.
water:
Water