Sonic the Hedgehog (2006) Shaders: Difference between revisions
Document morph/skin shaders |
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|<code>c8</code>-<code>c13</code> | |<code>c8</code>-<code>c13</code> | ||
|<code>g_OLS</code> | |<code>g_OLS</code> | ||
| | |[https://renderwonk.com/publications/gdm-2002/GDM_August_2002.pdf Hoffman–Preetham] scattering parameters. Most shaders evaluate phase at constant <code>cos(θ) = 0.5</code>. | ||
|- | |- | ||
|<code>c14</code> | |<code>c14</code> | ||
| Line 76: | Line 76: | ||
|<code>c16</code> | |<code>c16</code> | ||
|<code>g_KhronosParam</code> | |<code>g_KhronosParam</code> | ||
| | |Time | ||
|- | |- | ||
|<code>c28</code>-<code>c30</code> | |<code>c28</code>-<code>c30</code> | ||
| Line 155: | Line 155: | ||
|<code>s8</code> | |<code>s8</code> | ||
|<code>g_smpEnvMap</code> | |<code>g_smpEnvMap</code> | ||
| | |Static environment cube map | ||
|- | |- | ||
|<code>s9</code> | |<code>s9</code> | ||
|<code>g_smpDepth0</code> | |<code>g_smpDepth0</code> | ||
|Packed linear depth | |Packed linear depth, used by <code>Fog00</code>, <code>DepthOfFieldFilter</code> | ||
|- | |- | ||
|<code>s10</code> | |<code>s10</code> | ||
|<code>g_smpDynamicEnvMap</code> | |<code>g_smpDynamicEnvMap</code> | ||
|Planar reflection | |Planar reflection, used by <code>CscGlass02</code>, <code>MefiressSpecific</code>, <code>TpjWater00</code>, <code>Water03</code> | ||
|- | |- | ||
|<code>s11</code> | |<code>s11</code> | ||
| Line 171: | Line 171: | ||
|<code>s13</code> | |<code>s13</code> | ||
|<code>g_smpFB</code> | |<code>g_smpFB</code> | ||
|Resolved framebuffer | |Resolved framebuffer, used by <code>OpticalCamouflage</code> | ||
|} | |} | ||
| Line 183: | Line 183: | ||
| AcrobataPrimitive | | AcrobataPrimitive | ||
| Used in rendering of Acroarts particle effects. | | Used in rendering of Acroarts particle effects. | ||
|- | |- | ||
| Air00 | | Air00 | ||
| Line 196: | Line 195: | ||
|- | |- | ||
| Animal01 | | Animal01 | ||
| | | | ||
|- | |- | ||
| Animal02 | | Animal02 | ||
| | | | ||
|- | |- | ||
| AqaScene00 | | AqaScene00 | ||
| | | | ||
|- | |- | ||
| AqaScene01 | | AqaScene01 | ||
| | | | ||
|- | |- | ||
| AqaScene02 | | AqaScene02 | ||
| | | | ||
|- | |- | ||
| Line 221: | Line 215: | ||
|- | |- | ||
| Artifact00 | | Artifact00 | ||
| | | | ||
|- | |- | ||
| Artifact01 | | Artifact01 | ||
| | | | ||
|- | |- | ||
| Artifact02 | | Artifact02 | ||
| | | | ||
|- | |- | ||
| Artifact03 | | Artifact03 | ||
| | | | ||
|- | |- | ||
| Artifact06 | | Artifact06 | ||
| | | | ||
|- | |- | ||
| Artifact07 | | Artifact07 | ||
| | | | ||
|- | |- | ||
| BackGround | | BackGround | ||
| | | | ||
|- | |- | ||
| balloonicon | | balloonicon | ||
| Used for rendering quest "balloons" in hub worlds. | | Used for rendering quest "balloons" in hub worlds. | ||
|- | |- | ||
| Billboard00 | | Billboard00 | ||
| Line 289: | Line 275: | ||
| Billboard07 | | Billboard07 | ||
| Unused. Pixel lighting, CSM sampling and point lights. | | Unused. Pixel lighting, CSM sampling and point lights. | ||
|- | |- | ||
| BillboardSp00 | | BillboardSp00 | ||
| Line 307: | Line 292: | ||
|- | |- | ||
| BloomFilter | | BloomFilter | ||
| | | | ||
|- | |- | ||
| Line 322: | Line 306: | ||
| BurnoutBlurFilter | | BurnoutBlurFilter | ||
| Responsible for the radial "motion" blur seen in the final game. Likely named after the Burnout racing series. | | Responsible for the radial "motion" blur seen in the final game. Likely named after the Burnout racing series. | ||
|- | |- | ||
| ChaosDrive | | ChaosDrive | ||
| Line 335: | Line 318: | ||
|- | |- | ||
| ColorCopyFilter | | ColorCopyFilter | ||
| | | | ||
|- | |- | ||
| ColorCorrectionFilter | | ColorCorrectionFilter | ||
| | | | ||
|- | |- | ||
| ColorOutFilter | | ColorOutFilter | ||
| Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections. | | Outputs a solid colour. Used for bright areas of spotlights in White Acropolis stealth sections. | ||
|- | |- | ||
| Common | | Common | ||
| | | | ||
|- | |- | ||
| conditional_rendering | | conditional_rendering | ||
| Used in rendering of lens flare effect. | | Used in rendering of lens flare effect. | ||
|- | |- | ||
| CopyFilter | | CopyFilter | ||
| | | | ||
|- | |- | ||
| core_circle | | core_circle | ||
| | | | ||
|- | |- | ||
| Line 368: | Line 344: | ||
|- | |- | ||
| CscGlass01 | | CscGlass01 | ||
| | | | ||
|- | |- | ||
| Line 387: | Line 362: | ||
|- | |- | ||
| CscScene02 | | CscScene02 | ||
| | | | ||
|- | |- | ||
| CscScene03 | | CscScene03 | ||
| | | | ||
|- | |- | ||
| csd | | csd | ||
| Used in rendering of CSD (UI) scenes. | | Used in rendering of CSD (UI) scenes. | ||
|- | |- | ||
| csd3D | | csd3D | ||
| Used for world-space UI like enemy health gauges. | | Used for world-space UI like enemy health gauges. | ||
|- | |- | ||
| csdBG | | csdBG | ||
| | | | ||
|- | |- | ||
| cyl | | cyl | ||
| | | | ||
|- | |- | ||
| DepthOfFieldFilter | | DepthOfFieldFilter | ||
| Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed. | | Unused in the final game. Likely a depth of field effect similar to the one in Sonic Unleashed. | ||
|- | |- | ||
| DtdSand00 | | DtdSand00 | ||
| | | | ||
|- | |- | ||
| Line 429: | Line 396: | ||
|- | |- | ||
| DtdSand03 | | DtdSand03 | ||
| | | | ||
|- | |- | ||
| DtdSand04 | | DtdSand04 | ||
| | | | ||
|- | |- | ||
| Line 442: | Line 407: | ||
|- | |- | ||
| DtdScene01 | | DtdScene01 | ||
| | | | ||
|- | |- | ||
| Line 461: | Line 425: | ||
|- | |- | ||
| DtdScene05 | | DtdScene05 | ||
| | | | ||
|- | |- | ||
| Line 505: | Line 468: | ||
|- | |- | ||
| en_bullet | | en_bullet | ||
| | |Used by <code>en_cmn_bullet00</code>. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| en_laser00 | | en_laser00 | ||
| | | | ||
|- | |- | ||
| en_lava | | en_lava | ||
| | |Used by various Iblis enemies, and Solaris. | ||
|✓ | |✓ | ||
| ✓ | | ✓ | ||
| Line 574: | Line 536: | ||
|- | |- | ||
| FlcScene01 | | FlcScene01 | ||
| | | | ||
|- | |- | ||
| Fluff00 | | Fluff00 | ||
| | |Used by Tropical Jungle plant grind rails. | ||
|✓ | |✓ | ||
| ✓ | | ✓ | ||
| Line 589: | Line 550: | ||
| font | | font | ||
| Used in font rendering for CSD. | | Used in font rendering for CSD. | ||
|- | |- | ||
| fsol_armor | | fsol_armor | ||
| Line 598: | Line 558: | ||
| fsol_eye | | fsol_eye | ||
| | | | ||
|- | |- | ||
| fsol_fluid | | fsol_fluid | ||
| | | | ||
|- | |- | ||
| Gadget_Glider | | Gadget_Glider | ||
| | | | ||
|- | |- | ||
| Line 614: | Line 571: | ||
|- | |- | ||
| gindows | | gindows | ||
| | | | ||
|- | |- | ||
| Line 628: | Line 584: | ||
|- | |- | ||
| Glass02 | | Glass02 | ||
| | | | ||
|- | |- | ||
| Glass03 | | Glass03 | ||
| | | | ||
|- | |- | ||
| Line 652: | Line 606: | ||
| iblis02_eye | | iblis02_eye | ||
| Unused, <code>iblis02.xno</code> uses <code>iblis01_eye</code>. They seem more or less identical. | | Unused, <code>iblis02.xno</code> uses <code>iblis01_eye</code>. They seem more or less identical. | ||
|- | |- | ||
| iblis02_lava | | iblis02_lava | ||
| Line 695: | Line 648: | ||
|- | |- | ||
| Ice03 | | Ice03 | ||
| | | | ||
|- | |- | ||
| Line 714: | Line 666: | ||
|- | |- | ||
| KdvAqua00 | | KdvAqua00 | ||
| | | | ||
|- | |- | ||
| Line 728: | Line 679: | ||
|- | |- | ||
| KdvRope | | KdvRope | ||
| | | | ||
|- | |- | ||
| KdvWindRoad | | KdvWindRoad | ||
| | | | ||
|- | |- | ||
| Line 741: | Line 690: | ||
|- | |- | ||
| Laser00 | | Laser00 | ||
| | | | ||
|- | |- | ||
| Line 760: | Line 708: | ||
|- | |- | ||
| lensflare | | lensflare | ||
| | | | ||
|- | |- | ||
| Line 784: | Line 731: | ||
|- | |- | ||
| LightmapSp01 | | LightmapSp01 | ||
| | | | ||
|- | |- | ||
| Line 793: | Line 739: | ||
|- | |- | ||
| LightmapSp03 | | LightmapSp03 | ||
| | | | ||
|- | |- | ||
| Line 837: | Line 782: | ||
|- | |- | ||
| Luminous07 | | Luminous07 | ||
| | | | ||
|- | |- | ||
| lzout_pt | | lzout_pt | ||
| | | | ||
|- | |- | ||
| lzout | | lzout | ||
| | | | ||
|- | |- | ||
| Mantle00 | | Mantle00 | ||
| Line 864: | Line 806: | ||
|- | |- | ||
| MarathonSpeedTree | | MarathonSpeedTree | ||
| | | | ||
|- | |- | ||
| MaskCopyFilter | | MaskCopyFilter | ||
| | | | ||
|- | |- | ||
| Mefiress | | Mefiress | ||
| | |Mephiles-specific CharacterMaterial variant. | ||
|✓ | |✓ | ||
| ✓ | | ✓ | ||
|- | |- | ||
| MefiressSpecific | | MefiressSpecific | ||
| | |Used for Flame Core Mephiles boss floor to draw his "shadow". | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| MefiressSpecific2 | | MefiressSpecific2 | ||
| | |Used for goopy Dusty Desert Mephiles boss floor. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Mercury | | Mercury | ||
| | | | ||
|- | |- | ||
| Line 907: | Line 846: | ||
| MotionBlurFilter | | MotionBlurFilter | ||
| BurnoutBlurFilter is used in retail rather than this shader. | | BurnoutBlurFilter is used in retail rather than this shader. | ||
|- | |- | ||
| movie | | movie | ||
| | | | ||
|- | |- | ||
| movieARGB | | movieARGB | ||
| | | | ||
|- | |- | ||
| movieYUV420 | | movieYUV420 | ||
| | | | ||
|- | |- | ||
| no_shader | | no_shader | ||
| | | | ||
|- | |- | ||
| OpticalCamouflage | | OpticalCamouflage | ||
| Used for rendering camouflaged enemies. | | Used for rendering camouflaged enemies. | ||
|- | |- | ||
| pe | | pe | ||
| | | | ||
|- | |- | ||
| PhaseShiftFilter | | PhaseShiftFilter | ||
| | | | ||
|- | |- | ||
| physicsviewer | | physicsviewer | ||
| | | | ||
|- | |- | ||
| player_homing | | player_homing | ||
| | | | ||
|- | |- | ||
| primitive | | primitive | ||
| | | | ||
|- | |- | ||
| Line 955: | Line 883: | ||
|- | |- | ||
| Ring | | Ring | ||
| | |Goal rings, hint rings, regular rings, and keys. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| rt_clear | | rt_clear | ||
| | | | ||
|- | |- | ||
| rt_restoration | | rt_restoration | ||
| | | | ||
|- | |- | ||
| Line 973: | Line 899: | ||
|- | |- | ||
| SampleFilter | | SampleFilter | ||
| | | | ||
|- | |- | ||
| Line 988: | Line 913: | ||
| simple | | simple | ||
| | | | ||
|- | |- | ||
| Sky00 | | Sky00 | ||
| Line 1,041: | Line 965: | ||
|- | |- | ||
| Stone04 | | Stone04 | ||
| | | | ||
|- | |- | ||
| Line 1,060: | Line 983: | ||
|- | |- | ||
| Terrain03 | | Terrain03 | ||
| | | | ||
|- | |- | ||
| Line 1,074: | Line 996: | ||
|- | |- | ||
| Terrain06 | | Terrain06 | ||
| | | | ||
|- | |- | ||
| Terrain07 | | Terrain07 | ||
| | | | ||
|- | |- | ||
| Tex_Phone | | Tex_Phone | ||
| | | | ||
|- | |- | ||
| Tex_Spec_Phone | | Tex_Spec_Phone | ||
| | | | ||
|- | |- | ||
| TpjWater00 | | TpjWater00 | ||
| | |Tropical Jungle specific variant similar to Water03. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| TpjWater01 | | TpjWater01 | ||
| | |Tropical Jungle specific variant similar to Water04. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| TwnFence00 | | TwnFence00 | ||
| | | | ||
|- | |- | ||
| Line 1,109: | Line 1,026: | ||
|- | |- | ||
| TwnGlass00 | | TwnGlass00 | ||
| | | | ||
|- | |- | ||
| TwnGlideWire | | TwnGlideWire | ||
| | | | ||
|- | |- | ||
| Line 1,122: | Line 1,037: | ||
|- | |- | ||
| TwnScene01 | | TwnScene01 | ||
| | | | ||
|- | |- | ||
| Line 1,131: | Line 1,045: | ||
|- | |- | ||
| TwnScene03 | | TwnScene03 | ||
| | | | ||
|- | |- | ||
| vout | | vout | ||
| | | | ||
|- | |- | ||
| Line 1,144: | Line 1,056: | ||
|- | |- | ||
| WapScene01 | | WapScene01 | ||
| | | | ||
|- | |- | ||
| Line 1,153: | Line 1,064: | ||
|- | |- | ||
| Water00 | | Water00 | ||
| | | | ||
|- | |- | ||
| Water01 | | Water01 | ||
| | |Used by translucent waterfalls and splash effects. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Water02 | | Water02 | ||
| | | | ||
|- | |- | ||
| Water03 | | Water03 | ||
| | |Used for planar-reflection enabled liquids, water in Kingdom Valley and mercury pools in Aquatic Base. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Water04 | | Water04 | ||
| | |Used for static environment-mapped liquids. | ||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Water05 | | Water05 | ||
| | | | ||
|- | |- | ||
| Line 1,201: | Line 1,109: | ||
| ZakoressBillboard | | ZakoressBillboard | ||
| Billboarded approximation for distant Zakoress. | | Billboarded approximation for distant Zakoress. | ||
|- | |- | ||
| zout_pt | | zout_pt | ||
| Used for rendering depth pre-pass for punchthrough. | | Used for rendering depth pre-pass for punchthrough. | ||
|- | |- | ||
| zout | | zout | ||
| Used for rendering depth pre-pass. | | Used for rendering depth pre-pass. | ||
|} | |} | ||
Latest revision as of 18:56, 28 October 2026
Shaders in Sonic the Hedgehog (2006) are compiled GPU programs that control the appearance of objects and effects. Most shaders have several different variants with different feature support. Multiplayer shaders may have additional optimisations, like replacing real-time planar reflections with cubemaps.
In the Xbox 360 version of the game, shaders are stored in the following archives:
| Type | Location |
|---|---|
| Singleplayer | /game/xenon/archives/shader.arc
|
| Multiplayer | /game/xenon/archives/shader_lt.arc
|
Within the archives, shaders variants are stored in a number of sub-folders.
| Folder | Description |
|---|---|
std
|
Standard |
np
|
Standard without point lights |
lm
|
Replaces CSM with baked lightmaps and shadows. |
lm_np
|
Same as lm without point lights
|
morph, morph_np
|
Morph targets (only affects vertex shaders) |
skin, skin_np
|
Skined meshes (only affects vertex shaders) |
Many of the shaders within the sub-folders are exact duplicates of the standard variant.
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.
The shader and specific technique used are defined per mesh set in XNO files. Some shaders are not referenced in XNO files, either because they are used internally or because they are unused altogether.
Shader Inputs
All shaders used for rendering 3D objects use a common input block format.
| Registers | Parameter | Description |
|---|---|---|
c0-c3
|
g_Material
|
NinjaNext material parameters. Not always used as described. |
c4
|
g_Misc
|
|
c5-c6
|
g_OffsetUV
|
|
c8-c13
|
g_OLS
|
Hoffman–Preetham scattering parameters. Most shaders evaluate phase at constant cos(θ) = 0.5.
|
c14
|
g_RTDimensions
|
|
c15
|
g_ClipInfo
|
|
c16
|
g_KhronosParam
|
Time |
c28-c30
|
g_LightMisc
|
|
c31-c34
|
g_DirectionalLights[2]
|
|
c39-c44
|
g_PointLights[2]
|
|
c64-c66
|
g_MatW
|
World matrix |
c68-c70
|
g_MatWV
|
World * View matrix |
c72-c75
|
g_MatWVP
|
World * View * Projection matrix |
c76-c78
|
g_MatV
|
View matrix |
c80-c82
|
g_MatVI
|
Inverse View matrix |
c84-c87
|
g_MatP
|
Projection matrix |
c88-c91
|
g_MatVP
|
View * Projection matrix |
c92-c95
|
g_mtxCSMViewProj
|
CSM View * Projection matrix |
c96-c191
|
g_BoneMtx[32]
|
|
c192
|
g_Morph
|
|
c193
|
g_MorphFlags
|
|
c194
|
g_SystemLightMapWork
|
|
c210+
|
Shader-specific constants | |
b0
|
bReflection
|
CharacterMaterial only
|
b1
|
bCubeReflection
| |
s0-s3
|
Material textures | |
s8
|
g_smpEnvMap
|
Static environment cube map |
s9
|
g_smpDepth0
|
Packed linear depth, used by Fog00, DepthOfFieldFilter
|
s10
|
g_smpDynamicEnvMap
|
Planar reflection, used by CscGlass02, MefiressSpecific, TpjWater00, Water03
|
s11
|
g_smpCSM
|
CSM array |
s13
|
g_smpFB
|
Resolved framebuffer, used by OpticalCamouflage
|
Shader List
| Shader | Notes | Morph/Skin | Used in XNOs |
|---|---|---|---|
| AcrobataPrimitive | Used in rendering of Acroarts particle effects. | ||
| Air00 | ✓ | ||
| Animal00 | Used for Kingdom Valley eagle. | ✓ | ✓ |
| Animal01 | |||
| Animal02 | |||
| AqaScene00 | |||
| AqaScene01 | |||
| AqaScene02 | |||
| Aqua00 | ✓ | ||
| Artifact00 | |||
| Artifact01 | |||
| Artifact02 | |||
| Artifact03 | |||
| Artifact06 | |||
| Artifact07 | |||
| BackGround | |||
| balloonicon | Used for rendering quest "balloons" in hub worlds. | ||
| Billboard00 | No lighting, CSM sampling or point lights support. | ✓ | ✓ |
| Billboard01 | Vertex lighting and point lights, no CSM sampling. | ✓ | ✓ |
| Billboard02 | By far the most used shader. Vertex lighting with no CSM sampling or point lights support. | ✓ | ✓ |
| Billboard03 | Vertex lighting, CSM sampling and point lights. | ✓ | ✓ |
| Billboard04 | Pixel lighting, CSM sampling, no point lights. | ✓ | |
| Billboard05 | Pixel lighting, no CSM sampling or point lights. | ✓ | |
| Billboard06 | Pixel lighting and point lights, no CSM sampling. | ✓ | |
| Billboard07 | Unused. Pixel lighting, CSM sampling and point lights. | ||
| BillboardSp00 | ✓ | ||
| BillboardSp01 | ✓ | ||
| BillboardSp02 | ✓ | ||
| BloomFilter | |||
| bod_light | Used by "Book of Darkness" aka Scepter of Darkness. | ✓ | |
| bod_metal | Used by "Book of Darkness" aka Scepter of Darkness. | ✓ | |
| 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, NPCs, and many random hub world objects. 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 | Used in rendering of lens flare effect. | ||
| CopyFilter | |||
| core_circle | |||
| CscGlass00 | ✓ | ||
| CscGlass01 | |||
| CscGlass02 | ✓ | ||
| CscScene00 | ✓ | ||
| CscScene01 | ✓ | ||
| CscScene02 | |||
| CscScene03 | |||
| csd | Used in rendering of CSD (UI) scenes. | ||
| csd3D | Used for world-space UI like enemy health gauges. | ||
| 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 | Used for Egg Cerberus. | ✓ | |
| ecb_metal | Used for Egg Cerberus. | ✓ | |
| Effect00 | ✓ | ✓ | |
| egen_light | Used for Egg Genesis. | ✓ | |
| egen_metal | Used for Egg Genesis. | ✓ | |
| egen_slight | Used for Egg Genesis. | ✓ | |
| emob_light | Used for Egg Mobile. | ✓ | |
| emob_metal | Used for Egg Mobile. | ✓ | ✓ |
| en_bullet | Used by en_cmn_bullet00.
|
✓ | |
| en_laser00 | |||
| en_lava | Used by various Iblis enemies, and Solaris. | ✓ | ✓ |
| en_light | ✓ | ✓ | |
| en_lightani | ✓ | ✓ | |
| en_metal | ✓ | ✓ | |
| en_plating | ✓ | ||
| en_rock | ✓ | ✓ | |
| EndSky00 | ✓ | ||
| FBTex_NrmMap | Used by esp_ripple and esp_Sphere
|
✓ | |
| Fence00 | ✓ | ||
| Fence01 | ✓ | ||
| FlcCore00 | ✓ | ✓ | |
| FlcScene00 | ✓ | ||
| FlcScene01 | |||
| Fluff00 | Used by Tropical Jungle plant grind rails. | ✓ | ✓ |
| Fog00 | ✓ | ||
| font | Used in font rendering for CSD. | ||
| fsol_armor | ✓ | ✓ | |
| fsol_eye | |||
| fsol_fluid | |||
| Gadget_Glider | |||
| Gadget | ✓ | ||
| gindows | |||
| Glass00 | ✓ | ||
| Glass01 | ✓ | ||
| Glass02 | |||
| Glass03 | |||
| iblis01_eye | ✓ | ✓ | |
| iblis01_lava | ✓ | ✓ | |
| iblis01_rock | ✓ | ||
| iblis02_eye | Unused, iblis02.xno uses iblis01_eye. They seem more or less identical.
| ||
| iblis02_lava | ✓ | ✓ | |
| iblis02_rock | ✓ | ✓ | |
| iblis03_eye | ✓ | ✓ | |
| iblis03_lava | ✓ | ✓ | |
| iblis03_rock | ✓ | ✓ | |
| Ice00 | ✓ | ||
| Ice01 | ✓ | ||
| Ice02 | ✓ | ||
| Ice03 | |||
| Item_Board | Crisis City snowboard. Separate from White Acropolis board. | ✓ | ✓ |
| ItemGlass00 | ✓ | ✓ | |
| ItemMetal00 | ✓ | ✓ | |
| KdvAqua00 | |||
| KdvAqua01 | ✓ | ||
| KdvMist00 | ✓ | ||
| KdvRope | |||
| KdvWindRoad | |||
| Kyozoress | Likely referring to "巨像", the large monsters in Mephiles' final boss fight. | ✓ | ✓ |
| 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 | Mephiles-specific CharacterMaterial variant. | ✓ | ✓ |
| MefiressSpecific | Used for Flame Core Mephiles boss floor to draw his "shadow". | ✓ | |
| MefiressSpecific2 | Used for goopy Dusty Desert Mephiles boss floor. | ✓ | |
| Mercury | |||
| Metal00 | ✓ | ✓ | |
| Metal01 | ✓ | ||
| Metal02 | ✓ | ||
| MotionBlurFilter | BurnoutBlurFilter is used in retail rather than this shader. | ||
| movie | |||
| movieARGB | |||
| movieYUV420 | |||
| no_shader | |||
| OpticalCamouflage | Used for rendering camouflaged enemies. | ||
| pe | |||
| PhaseShiftFilter | |||
| physicsviewer | |||
| player_homing | |||
| primitive | |||
| psi_effect | Used for rendering Silver's psychokinesis effects. | ✓ | ✓ |
| Ring | Goal rings, hint rings, regular rings, and keys. | ✓ | |
| rt_clear | |||
| rt_restoration | |||
| Rust00 | ✓ | ✓ | |
| SampleFilter | |||
| scr_metal | ✓ | ||
| Shield | ✓ | ||
| simple | |||
| Sky00 | Used for Egg Wyvern fight and E0026 skybox. | ✓ | |
| Sky01 | Used for Egg Wyvern fight skybox. | ✓ | |
| Sky02 | Used for every other skybox not previously mentioned. | ✓ | |
| Snow00 | ✓ | ||
| Snow01 | ✓ | ||
| Snow02 | ✓ | ||
| Stone00 | ✓ | ✓ | |
| Stone01 | ✓ | ✓ | |
| Stone02 | ✓ | ||
| Stone03 | ✓ | ✓ | |
| Stone04 | |||
| Terrain00 | Only used by kdv_obj_D_bridge01
|
✓ | |
| Terrain01 | Only used by tpj_obj_oldtree and tpj_obj_sphere
|
✓ | |
| Terrain02 | Only used by csc_obj_groundA, csc_obj_groundB, and tpj_obj_sphere
|
✓ | |
| Terrain03 | |||
| Terrain04 | Only used by e0125_map02_nos_ and tpj_mapA_roadlm
|
✓ | |
| Terrain05 | Used extensively (91 times). | ✓ | ✓ |
| Terrain06 | |||
| Terrain07 | |||
| Tex_Phone | |||
| Tex_Spec_Phone | |||
| TpjWater00 | Tropical Jungle specific variant similar to Water03. | ✓ | |
| TpjWater01 | Tropical Jungle specific variant similar to Water04. | ✓ | |
| TwnFence00 | |||
| TwnGate | Used for warp gates. | ✓ | |
| TwnGlass00 | |||
| TwnGlideWire | |||
| TwnScene00 | ✓ | ||
| TwnScene01 | |||
| TwnScene02 | ✓ | ||
| TwnScene03 | |||
| vout | |||
| WapScene00 | ✓ | ||
| WapScene01 | |||
| WapScene02 | ✓ | ||
| Water00 | |||
| Water01 | Used by translucent waterfalls and splash effects. | ✓ | |
| Water02 | |||
| Water03 | Used for planar-reflection enabled liquids, water in Kingdom Valley and mercury pools in Aquatic Base. | ✓ | |
| Water04 | Used for static environment-mapped liquids. | ✓ | |
| Water05 | |||
| Waterrise | Unused Kingdom Valley object. Some kind of rippling water/mist. | ✓ | |
| Wood00 | ✓ | ✓ | |
| Wood01 | ✓ | ||
| Zakoress | Referring to "雑魚" small-fry crowd of NPCs, the tiny shadow minions in Mephiles' boss fight. | ✓ | |
| ZakoressBillboard | Billboarded approximation for distant Zakoress. | ||
| zout_pt | Used for rendering depth pre-pass for punchthrough. | ||
| zout | Used for rendering depth pre-pass. |