Sonic the Hedgehog (2006) Shaders: Difference between revisions
Appearance
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!Shader | !Shader | ||
!Notes | |||
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| AcrobataPrimitive | | AcrobataPrimitive | ||
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| Air00 | | Air00 | ||
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| Animal00 | | Animal00 | ||
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| Animal01 | | Animal01 | ||
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| Animal02 | | Animal02 | ||
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| AqaScene00 | | AqaScene00 | ||
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| AqaScene01 | | AqaScene01 | ||
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| AqaScene02 | | AqaScene02 | ||
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| Aqua00 | | Aqua00 | ||
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| Artifact00 | | Artifact00 | ||
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| Artifact01 | | Artifact01 | ||
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| Artifact02 | | Artifact02 | ||
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| Artifact03 | | Artifact03 | ||
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| Artifact06 | | Artifact06 | ||
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| BurnoutBlurFilter | | BurnoutBlurFilter | ||
| Responsible for the radial "motion" blur seen in the final game. Likely named after the Burnout racing series. | |||
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| ChaosDrive | | ChaosDrive | ||
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| CharacterMaterial | | CharacterMaterial | ||
| Responsible for rendering playable characters. By far the densest shader in the game, including many unused techniques. | |||
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| ColorCopyFilter | | ColorCopyFilter | ||
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| ColorOutFilter | | ColorOutFilter | ||
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections. | |||
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| Common | | Common | ||
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| DepthOfFieldFilter | | DepthOfFieldFilter | ||
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed. | |||
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| DtdSand00 | | DtdSand00 |
Revision as of 18:33, 7 September 2025
Shaders
These shaders are stored in game/xenon/archives/shader.arc
and game/xenon/archives/shader_lt.arc
in the 360 version of the game. Most shaders have several different variants within the lm
, lm_np
, moph
, morph_np
, skin
, skin_np
, and std
subfolders.
Each of the shaders listed below are in the .fxo
format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.
Shader | Notes |
---|---|
AcrobataPrimitive | |
Air00 | |
Animal00 | |
Animal01 | |
Animal02 | |
AqaScene00 | |
AqaScene01 | |
AqaScene02 | |
Aqua00 | |
Artifact00 | |
Artifact01 | |
Artifact02 | |
Artifact03 | |
Artifact06 | |
Artifact07 | |
BackGround | |
balloonicon | |
Billboard00 | |
Billboard01 | |
Billboard02 | |
Billboard03 | |
Billboard04 | |
Billboard05 | |
Billboard06 | |
Billboard07 | |
BillboardSp00 | |
BillboardSp01 | |
BillboardSp02 | |
BloomFilter | |
bod_light | |
bod_metal | |
BurnoutBlurFilter | Responsible for the radial "motion" blur seen in the final game. Likely named after the Burnout racing series. |
ChaosDrive | |
CharacterMaterial | Responsible for rendering playable characters. By far the densest shader in the game, including many unused techniques. |
ColorCopyFilter | |
ColorCorrectionFilter | |
ColorOutFilter | Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections. |
Common | |
conditional_rendering | |
CopyFilter | |
core_circle | |
CscGlass00 | |
CscGlass01 | |
CscGlass02 | |
CscScene00 | |
CscScene01 | |
CscScene02 | |
CscScene03 | |
csd | |
csd3D | |
csdBG | |
cyl | |
DepthOfFieldFilter | Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed. |
DtdSand00 | |
DtdSand01 | |
DtdSand02 | |
DtdSand03 | |
DtdSand04 | |
DtdScene00 | |
DtdScene01 | |
DtdScene02 | |
DtdScene03 | |
DtdScene04 | |
DtdScene05 | |
ecb_light | |
ecb_metal | |
Effect00 | |
egen_light | |
egen_metal | |
egen_slight | |
emob_light | |
emob_metal | |
en_bullet | |
en_laser00 | |
en_lava | |
en_light | |
en_lightani | |
en_metal | |
en_plating | |
en_rock | |
EndSky00 | |
FBTex_NrmMap | |
Fence00 | |
Fence01 | |
FlcCore00 | |
FlcScene00 | |
FlcScene01 | |
Fluff00 | |
Fog00 | |
font | |
fsol_armor | |
fsol_eye | |
fsol_fluid | |
Gadget_Glider | |
Gadget | |
gindows | |
Glass00 | |
Glass01 | |
Glass02 | |
Glass03 | |
iblis01_eye | |
iblis01_lava | |
iblis01_rock | |
iblis02_eye | |
iblis02_lava | |
iblis02_rock | |
iblis03_eye | |
iblis03_lava | |
iblis03_rock | |
Ice00 | |
Ice01 | |
Ice02 | |
Ice03 | |
Item_Board | |
ItemGlass00 | |
ItemMetal00 | |
KdvAqua00 | |
KdvAqua01 | |
KdvMist00 | |
KdvRope | |
KdvWindRoad | |
Kyozoress | |
Laser00 | |
Laser01 | |
Leaf00 | |
Leaf01 | |
lensflare | |
LightCore | |
Lightmap00 | |
Lightmap01 | |
LightmapSp00 | |
LightmapSp01 | |
LightmapSp02 | |
LightmapSp03 | |
LightmapSp04 | |
Luminous00 | |
Luminous01 | |
Luminous02 | |
Luminous03 | |
Luminous04 | |
Luminous05 | |
Luminous06 | |
Luminous07 | |
lzout_pt | |
lzout | |
Mantle00 | |
Mantle01 | |
Mantle02 | |
MarathonSpeedTree | |
MaskCopyFilter | |
Mefiress | |
MefiressSpecific | |
MefiressSpecific2 | |
Mercury | |
Metal00 | |
Metal01 | |
Metal02 | |
MotionBlurFilter | |
movie | |
movieARGB | |
movieYUV420 | |
no_shader | |
OpticalCamouflage | |
pe | |
PhaseShiftFilter | |
physicsviewer | |
player_homing | |
primitive | |
psi_effect | |
Ring | |
rt_clear | |
rt_restoration | |
Rust00 | |
SampleFilter | |
scr_metal | |
Shield | |
simple | |
Sky00 | |
Sky01 | |
Sky02 | |
Snow00 | |
Snow01 | |
Snow02 | |
Stone00 | |
Stone01 | |
Stone02 | |
Stone03 | |
Stone04 | |
Terrain00 | |
Terrain01 | |
Terrain02 | |
Terrain03 | |
Terrain04 | |
Terrain05 | |
Terrain06 | |
Terrain07 | |
Tex_Phone | |
Tex_Spec_Phone | |
TpjWater00 | |
TpjWater01 | |
TwnFence00 | |
TwnGate | |
TwnGlass00 | |
TwnGlideWire | |
TwnScene00 | |
TwnScene01 | |
TwnScene02 | |
TwnScene03 | |
vout | |
WapScene00 | |
WapScene01 | |
WapScene02 | |
Water00 | |
Water01 | |
Water02 | |
Water03 | |
Water04 | |
Water05 | |
Waterrise | |
Wood00 | |
Wood01 | |
Zakoress | |
ZakoressBillboard | |
zout_pt | |
zout |