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Sonic the Hedgehog (2006) Shaders: Difference between revisions

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Each of the shaders listed below are in the <code>.fxo</code> format in the 360 version of the game. Each shader can contain multiple techniques, which hold the respective vertex and fragment shaders.
Each of the shaders listed below are in the <code>.fxo</code> 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 XNOs. Some shaders are not referenced in XNOs, either because they are used internally or because they are unused altogether.


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Revision as of 22:11, 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 with different feature support. Shaders in shader_lt.arc are used in multiplayer and may have additional optimisations, like replacing real-time planar reflections with cubemaps.

Folder Description
lm Lightmapped
lm_np Lightmapped without point lights
morph Mesh morph
morph_np Mesh morph without point lights
skin Rigged meshes
skin_np Rigged meshes without point lights
std Standard
np Standard without point lights

Many of the shaders within the subfolders will be 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 XNOs. Some shaders are not referenced in XNOs, either because they are used internally or because they are unused altogether.

Shader Notes Used in XNOs
AcrobataPrimitive Use in rendering of Acroarts particle effects.
Air00 ✓
Animal00 ✓
Animal01
Animal02
AqaScene00
AqaScene01
AqaScene02
Aqua00 ✓
Artifact00
Artifact01
Artifact02
Artifact03
Artifact06
Artifact07
BackGround
balloonicon Used for rendering quest "balloons" in hub worlds.
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 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
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 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
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 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 ✓
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
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