Sonic the Hedgehog (2006) Shaders: Difference between revisions
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Document morph/skin shaders |
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!Shader | !Shader | ||
!Notes | !Notes | ||
!Morph/Skin | |||
!Used in XNOs | !Used in XNOs | ||
|- | |- | ||
| AcrobataPrimitive | | AcrobataPrimitive | ||
| Used in rendering of Acroarts particle effects. | | Used in rendering of Acroarts particle effects. | ||
| | |||
|- | |- | ||
| Air00 | | Air00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 189: | Line 192: | ||
| Animal00 | | Animal00 | ||
| Used for Kingdom Valley eagle. | | Used for Kingdom Valley eagle. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Animal01 | | Animal01 | ||
| | |||
| | | | ||
|- | |- | ||
| Animal02 | | Animal02 | ||
| | |||
| | | | ||
|- | |- | ||
| AqaScene00 | | AqaScene00 | ||
| | |||
| | | | ||
|- | |- | ||
| AqaScene01 | | AqaScene01 | ||
| | |||
| | | | ||
|- | |- | ||
| AqaScene02 | | AqaScene02 | ||
| | |||
| | | | ||
|- | |- | ||
| Aqua00 | | Aqua00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| 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 | ||
| No lighting, CSM sampling or point lights support. | | No lighting, CSM sampling or point lights support. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Billboard01 | | Billboard01 | ||
| Vertex lighting and point lights, no CSM sampling. | | Vertex lighting and point lights, no CSM sampling. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Billboard02 | | Billboard02 | ||
| By far the most used shader. Vertex lighting with no CSM sampling or point lights support. | | By far the most used shader. Vertex lighting with no CSM sampling or point lights support. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Billboard03 | | Billboard03 | ||
| Vertex lighting, CSM sampling and point lights. | | Vertex lighting, CSM sampling and point lights. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Billboard04 | | Billboard04 | ||
| Pixel lighting, CSM sampling, no point lights. | | Pixel lighting, CSM sampling, no point lights. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Billboard05 | | Billboard05 | ||
| Pixel lighting, no CSM sampling or point lights. | | Pixel lighting, no CSM sampling or point lights. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Billboard06 | | Billboard06 | ||
| Pixel lighting and point lights, no CSM sampling. | | Pixel lighting and point lights, no CSM sampling. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Billboard07 | | Billboard07 | ||
| Unused. Pixel lighting, CSM sampling and point lights. | | Unused. Pixel lighting, CSM sampling and point lights. | ||
| | |||
|- | |- | ||
| BillboardSp00 | | BillboardSp00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| BillboardSp01 | | BillboardSp01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| BillboardSp02 | | BillboardSp02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| BloomFilter | | BloomFilter | ||
| | |||
| | | | ||
|- | |- | ||
| bod_light | | bod_light | ||
| Used by "Book of Darkness" aka Scepter of Darkness. | | Used by "Book of Darkness" aka Scepter of Darkness. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| bod_metal | | bod_metal | ||
| Used by "Book of Darkness" aka Scepter of Darkness. | | Used by "Book of Darkness" aka Scepter of Darkness. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| 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 297: | Line 331: | ||
| CharacterMaterial | | 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. | | 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 | | 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 | ||
| | |||
| | | | ||
|- | |- | ||
| CscGlass00 | | CscGlass00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| CscGlass01 | | CscGlass01 | ||
| | |||
| | | | ||
|- | |- | ||
| CscGlass02 | | CscGlass02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| CscScene00 | | CscScene00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| CscScene01 | | CscScene01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| 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 | ||
| | |||
| | | | ||
|- | |- | ||
| DtdSand01 | | DtdSand01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| DtdSand02 | | DtdSand02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| DtdSand03 | | DtdSand03 | ||
| | |||
| | | | ||
|- | |- | ||
| DtdSand04 | | DtdSand04 | ||
| | |||
| | | | ||
|- | |- | ||
| DtdScene00 | | DtdScene00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| DtdScene01 | | DtdScene01 | ||
| | |||
| | | | ||
|- | |- | ||
| DtdScene02 | | DtdScene02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| DtdScene03 | | DtdScene03 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| DtdScene04 | | DtdScene04 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| DtdScene05 | | DtdScene05 | ||
| | |||
| | | | ||
|- | |- | ||
| ecb_light | | ecb_light | ||
| Used for Egg Cerberus. | | Used for Egg Cerberus. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| ecb_metal | | ecb_metal | ||
| Used for Egg Cerberus. | | Used for Egg Cerberus. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Effect00 | | Effect00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| egen_light | | egen_light | ||
| Used for Egg Genesis. | | Used for Egg Genesis. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| egen_metal | | egen_metal | ||
| Used for Egg Genesis. | | Used for Egg Genesis. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| egen_slight | | egen_slight | ||
| Used for Egg Genesis. | | Used for Egg Genesis. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| emob_light | | emob_light | ||
| Used for Egg Mobile. | | Used for Egg Mobile. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| emob_metal | | emob_metal | ||
| Used for Egg Mobile. | | Used for Egg Mobile. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| en_bullet | | en_bullet | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| en_laser00 | | en_laser00 | ||
| | |||
| | | | ||
|- | |- | ||
| en_lava | | en_lava | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| en_light | | en_light | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| en_lightani | | en_lightani | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| en_metal | | en_metal | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| en_plating | | en_plating | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 460: | Line 540: | ||
| en_rock | | en_rock | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| EndSky00 | | EndSky00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 468: | Line 550: | ||
| FBTex_NrmMap | | FBTex_NrmMap | ||
| Used by <code>esp_ripple</code> and <code>esp_Sphere</code> | | Used by <code>esp_ripple</code> and <code>esp_Sphere</code> | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Fence00 | | Fence00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Fence01 | | Fence01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 480: | Line 565: | ||
| FlcCore00 | | FlcCore00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| FlcScene00 | | FlcScene00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| FlcScene01 | | FlcScene01 | ||
| | |||
| | | | ||
|- | |- | ||
| Fluff00 | | Fluff00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Fog00 | | Fog00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 499: | Line 589: | ||
| font | | font | ||
| Used in font rendering for CSD. | | Used in font rendering for CSD. | ||
| | |||
|- | |- | ||
| fsol_armor | | fsol_armor | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| fsol_eye | | fsol_eye | ||
| | | | ||
|✓ | |||
|- | |- | ||
| fsol_fluid | | fsol_fluid | ||
| | | | ||
|✓ | |||
|- | |- | ||
| Gadget_Glider | | Gadget_Glider | ||
| | |||
| | | | ||
|- | |- | ||
| Gadget | | Gadget | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| gindows | | gindows | ||
| | |||
| | | | ||
|- | |- | ||
| Glass00 | | Glass00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Glass01 | | Glass01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Glass02 | | Glass02 | ||
| | |||
| | | | ||
|- | |- | ||
| Glass03 | | Glass03 | ||
| | |||
| | | | ||
|- | |- | ||
| iblis01_eye | | iblis01_eye | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| iblis01_lava | | iblis01_lava | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| iblis01_rock | | iblis01_rock | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 548: | Line 652: | ||
| 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 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| iblis02_rock | | iblis02_rock | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| iblis03_eye | | iblis03_eye | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| iblis03_lava | | iblis03_lava | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| iblis03_rock | | iblis03_rock | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Ice00 | | Ice00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Ice01 | | Ice01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Ice02 | | Ice02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Ice03 | | Ice03 | ||
| | |||
| | | | ||
|- | |- | ||
| Item_Board | | Item_Board | ||
| Crisis City snowboard. Separate from White Acropolis board. | | Crisis City snowboard. Separate from White Acropolis board. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| ItemGlass00 | | ItemGlass00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| ItemMetal00 | | ItemMetal00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| KdvAqua00 | | KdvAqua00 | ||
| | |||
| | | | ||
|- | |- | ||
| KdvAqua01 | | KdvAqua01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| KdvMist00 | | KdvMist00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| KdvRope | | KdvRope | ||
| | |||
| | | | ||
|- | |- | ||
| KdvWindRoad | | KdvWindRoad | ||
| | |||
| | | | ||
|- | |- | ||
| Kyozoress | | Kyozoress | ||
| Likely referring to "巨像", the large monsters in Mephiles' final boss fight. | | Likely referring to "巨像", the large monsters in Mephiles' final boss fight. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Laser00 | | Laser00 | ||
| | |||
| | | | ||
|- | |- | ||
| Laser01 | | Laser01 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Leaf00 | | Leaf00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Leaf01 | | Leaf01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| lensflare | | lensflare | ||
| | |||
| | | | ||
|- | |- | ||
| LightCore | | LightCore | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Lightmap00 | | Lightmap00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Lightmap01 | | Lightmap01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| LightmapSp00 | | LightmapSp00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| LightmapSp01 | | LightmapSp01 | ||
| | |||
| | | | ||
|- | |- | ||
| LightmapSp02 | | LightmapSp02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| LightmapSp03 | | LightmapSp03 | ||
| | |||
| | | | ||
|- | |- | ||
| LightmapSp04 | | LightmapSp04 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 667: | Line 803: | ||
| Luminous00 | | Luminous00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Luminous01 | | Luminous01 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Luminous02 | | Luminous02 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Luminous03 | | Luminous03 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Luminous04 | | Luminous04 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Luminous05 | | Luminous05 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Luminous06 | | Luminous06 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Luminous07 | | Luminous07 | ||
| | |||
| | | | ||
|- | |- | ||
| lzout_pt | | lzout_pt | ||
| | | | ||
|✓ | |||
|- | |- | ||
| lzout | | lzout | ||
| | | | ||
|✓ | |||
|- | |- | ||
| Mantle00 | | Mantle00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 708: | Line 855: | ||
| Mantle01 | | Mantle01 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Mantle02 | | Mantle02 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| MarathonSpeedTree | | MarathonSpeedTree | ||
| | |||
| | | | ||
|- | |- | ||
| MaskCopyFilter | | MaskCopyFilter | ||
| | |||
| | | | ||
|- | |- | ||
| Mefiress | | Mefiress | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| MefiressSpecific | | MefiressSpecific | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| MefiressSpecific2 | | MefiressSpecific2 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Mercury | | Mercury | ||
| | |||
| | | | ||
|- | |- | ||
| Metal00 | | Metal00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Metal01 | | Metal01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Metal02 | | Metal02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 749: | Line 907: | ||
| 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 | ||
| | |||
| | | | ||
|- | |- | ||
| psi_effect | | psi_effect | ||
| Used for rendering Silver's psychokinesis effects. | | Used for rendering Silver's psychokinesis effects. | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Ring | | Ring | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| rt_clear | | rt_clear | ||
| | |||
| | | | ||
|- | |- | ||
| rt_restoration | | rt_restoration | ||
| | |||
| | | | ||
|- | |- | ||
| Rust00 | | Rust00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| SampleFilter | | SampleFilter | ||
| | |||
| | | | ||
|- | |- | ||
| scr_metal | | scr_metal | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Shield | | Shield | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 811: | Line 988: | ||
| simple | | simple | ||
| | | | ||
|✓ | |||
|- | |- | ||
| Sky00 | | Sky00 | ||
| Used for Egg Wyvern fight and E0026 skybox. | | Used for Egg Wyvern fight and E0026 skybox. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Sky01 | | Sky01 | ||
| Used for Egg Wyvern fight skybox. | | Used for Egg Wyvern fight skybox. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Sky02 | | Sky02 | ||
| Used for every other skybox not previously mentioned. | | Used for every other skybox not previously mentioned. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Snow00 | | Snow00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Snow01 | | Snow01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Snow02 | | Snow02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 838: | Line 1,022: | ||
| Stone00 | | Stone00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Stone01 | | Stone01 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Stone02 | | Stone02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 850: | Line 1,037: | ||
| Stone03 | | Stone03 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Stone04 | | Stone04 | ||
| | |||
| | | | ||
|- | |- | ||
| Terrain00 | | Terrain00 | ||
| Only used by <code>kdv_obj_D_bridge01</code> | | Only used by <code>kdv_obj_D_bridge01</code> | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Terrain01 | | Terrain01 | ||
| Only used by <code>tpj_obj_oldtree</code> and <code>tpj_obj_sphere</code> | | Only used by <code>tpj_obj_oldtree</code> and <code>tpj_obj_sphere</code> | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Terrain02 | | Terrain02 | ||
| Only used by <code>csc_obj_groundA</code>, <code>csc_obj_groundB</code>, and <code>tpj_obj_sphere</code> | | Only used by <code>csc_obj_groundA</code>, <code>csc_obj_groundB</code>, and <code>tpj_obj_sphere</code> | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Terrain03 | | Terrain03 | ||
| | |||
| | | | ||
|- | |- | ||
| Terrain04 | | Terrain04 | ||
| Only used by <code>e0125_map02_nos_</code> and <code>tpj_mapA_roadlm</code> | | Only used by <code>e0125_map02_nos_</code> and <code>tpj_mapA_roadlm</code> | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Terrain05 | | Terrain05 | ||
| Used extensively (91 times). | | Used extensively (91 times). | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Terrain06 | | Terrain06 | ||
| | |||
| | | | ||
|- | |- | ||
| Terrain07 | | Terrain07 | ||
| | |||
| | | | ||
|- | |- | ||
| Tex_Phone | | Tex_Phone | ||
| | |||
| | | | ||
|- | |- | ||
| Tex_Spec_Phone | | Tex_Spec_Phone | ||
| | |||
| | | | ||
|- | |- | ||
| TpjWater00 | | TpjWater00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| TpjWater01 | | TpjWater01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| TwnFence00 | | TwnFence00 | ||
| | |||
| | | | ||
|- | |- | ||
| TwnGate | | TwnGate | ||
| Used for warp gates. | | Used for warp gates. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| TwnGlass00 | | TwnGlass00 | ||
| | |||
| | | | ||
|- | |- | ||
| TwnGlideWire | | TwnGlideWire | ||
| | |||
| | | | ||
|- | |- | ||
| TwnScene00 | | TwnScene00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| TwnScene01 | | TwnScene01 | ||
| | |||
| | | | ||
|- | |- | ||
| TwnScene02 | | TwnScene02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| TwnScene03 | | TwnScene03 | ||
| | |||
| | | | ||
|- | |- | ||
| vout | | vout | ||
| | |||
| | | | ||
|- | |- | ||
| WapScene00 | | WapScene00 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| WapScene01 | | WapScene01 | ||
| | |||
| | | | ||
|- | |- | ||
| WapScene02 | | WapScene02 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Water00 | | Water00 | ||
| | |||
| | | | ||
|- | |- | ||
| Water01 | | Water01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Water02 | | Water02 | ||
| | |||
| | | | ||
|- | |- | ||
| Water03 | | Water03 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Water04 | | Water04 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
|- | |- | ||
| Water05 | | Water05 | ||
| | |||
| | | | ||
|- | |- | ||
| Waterrise | | Waterrise | ||
| Unused Kingdom Valley object. Some kind of rippling water/mist. | | Unused Kingdom Valley object. Some kind of rippling water/mist. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Wood00 | | Wood00 | ||
| | | | ||
|✓ | |||
| ✓ | | ✓ | ||
|- | |- | ||
| Wood01 | | Wood01 | ||
| | |||
| | | | ||
| ✓ | | ✓ | ||
| Line 974: | Line 1,196: | ||
| Zakoress | | Zakoress | ||
| Referring to "雑魚" small-fry crowd of NPCs, the tiny shadow minions in Mephiles' boss fight. | | Referring to "雑魚" small-fry crowd of NPCs, the tiny shadow minions in Mephiles' boss fight. | ||
| | |||
| ✓ | | ✓ | ||
|- | |- | ||
| 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. | ||
|✓ | |||
|} | |} | ||
Revision as of 23:39, 27 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
|
|
c14
|
g_RTDimensions
|
|
c15
|
g_ClipInfo
|
|
c16
|
g_KhronosParam
|
|
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
|
|
s9
|
g_smpDepth0
|
Packed linear depth |
s10
|
g_smpDynamicEnvMap
|
Planar reflection |
s11
|
g_smpCSM
|
CSM array |
s13
|
g_smpFB
|
Resolved framebuffer |
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 | ✓ | ||
| en_laser00 | |||
| en_lava | ✓ | ✓ | |
| 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 | ✓ | ✓ | |
| 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 | ✓ | ✓ | |
| 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 | Used for rendering Silver's psychokinesis effects. | ✓ | ✓ |
| Ring | ✓ | ||
| 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 | ✓ | ||
| TpjWater01 | ✓ | ||
| TwnFence00 | |||
| TwnGate | Used for warp gates. | ✓ | |
| TwnGlass00 | |||
| TwnGlideWire | |||
| TwnScene00 | ✓ | ||
| TwnScene01 | |||
| TwnScene02 | ✓ | ||
| TwnScene03 | |||
| vout | |||
| WapScene00 | ✓ | ||
| WapScene01 | |||
| WapScene02 | ✓ | ||
| Water00 | |||
| Water01 | ✓ | ||
| Water02 | |||
| Water03 | ✓ | ||
| Water04 | ✓ | ||
| 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. | ✓ |