Shadow Generations Shaders: Difference between revisions
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Justin113D (talk | contribs) Added unused shaders |
Justin113D (talk | contribs) Added vertex and compute shaders |
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|[[Shadow Generations Shaders - World_Billboard_dwn|World_Billboard_dwn]] | |[[Shadow Generations Shaders - World_Billboard_dwn|World_Billboard_dwn]] | ||
|N/A | |N/A | ||
|} | |||
=== Vertex Shaders === | |||
These are shaders used to process vertex information before rendering out the model. Most material shaders just use the embedded [[Shadow Generations Shaders - common_vs|common_vs]] shader, but many specify custom ones too, specified in a material shaders <code>.shader-list</code> file. These are the vertex shaders that can be used: | |||
{| class="mw-collapsible mw-collapsed wikitable" style="margin: auto;" width="50%" | |||
|- | |||
!Vertex Shader Name | |||
|- | |||
|[[Shadow Generations Shaders - Bubbles_dpnE (Vertex Shader)|Bubbles_dpnE]] | |||
|- | |||
|[[Shadow Generations Shaders - ChaosWave (Vertex Shader)|ChaosWave]] | |||
|- | |||
|[[Shadow Generations Shaders - ChrEyeCDRF (Vertex Shader)|ChrEyeCDRF]] | |||
|- | |||
|[[Shadow Generations Shaders - ChrMouthFlip_dpncf (Vertex Shader)|ChrMouthFlip_dpncf]] | |||
|- | |||
|[[Shadow Generations Shaders - clipmap_water (Vertex Shader)|clipmap_water]] | |||
|- | |||
|[[Shadow Generations Shaders - CloudMist_dnhf (Vertex Shader)|CloudMist_dnhf]] | |||
|- | |||
|[[Shadow Generations Shaders - CyanParticle (Vertex Shader)|CyanParticle]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu (Vertex Shader)|cyan_gpu]] | |||
|- | |||
|[[Shadow Generations Shaders - cyber (Vertex Shader)|cyber]] | |||
|- | |||
|[[Shadow Generations Shaders - CyberHologram (Vertex Shader)|CyberHologram]] | |||
|- | |||
|[[Shadow Generations Shaders - cyber_eye (Vertex Shader)|cyber_eye]] | |||
|- | |||
|[[Shadow Generations Shaders - cyber_outline (Vertex Shader)|cyber_outline]] | |||
|- | |||
|[[Shadow Generations Shaders - DecalModel_dpn (Vertex Shader)|DecalModel_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - Decal_d (Vertex Shader)|Decal_d]] | |||
|- | |||
|[[Shadow Generations Shaders - DpowerVanish_dpnnEfa (Vertex Shader)|DpowerVanish_dpnnEfa]] | |||
|- | |||
|[[Shadow Generations Shaders - EffAdhoc (Vertex Shader)|EffAdhoc]] | |||
|- | |||
|[[Shadow Generations Shaders - EnmEmissionTone_dpnE (Vertex Shader)|EnmEmissionTone_dpnE]] | |||
|- | |||
|[[Shadow Generations Shaders - FlowWaterLite (Vertex Shader)|FlowWaterLite]] | |||
|- | |||
|[[Shadow Generations Shaders - FlowWaterWP (Vertex Shader)|FlowWaterWP]] | |||
|- | |||
|[[Shadow Generations Shaders - FlyerRoad (Vertex Shader)|FlyerRoad]] | |||
|- | |||
|[[Shadow Generations Shaders - Grass_d (Vertex Shader)|Grass_d]] | |||
|- | |||
|[[Shadow Generations Shaders - Grass_dn (Vertex Shader)|Grass_dn]] | |||
|- | |||
|[[Shadow Generations Shaders - Grass_dpn (Vertex Shader)|Grass_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - Impostor_dpn (Vertex Shader)|Impostor_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - InstancedGrind_dpnEa (Vertex Shader)|InstancedGrind_dpnEa]] | |||
|- | |||
|[[Shadow Generations Shaders - InstancedWire_dpn (Vertex Shader)|InstancedWire_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - InstancedWire_dpnE (Vertex Shader)|InstancedWire_dpnE]] | |||
|- | |||
|[[Shadow Generations Shaders - Kaleidoscope (Vertex Shader)|Kaleidoscope]] | |||
|- | |||
|[[Shadow Generations Shaders - NearVanish_da (Vertex Shader)|NearVanish_da]] | |||
|- | |||
|[[Shadow Generations Shaders - ParallaxOcclusion_dpn (Vertex Shader)|ParallaxOcclusion_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - Plush (Vertex Shader)|Plush]] | |||
|- | |||
|[[Shadow Generations Shaders - Rain (Vertex Shader)|Rain]] | |||
|- | |||
|[[Shadow Generations Shaders - RainFilter (Vertex Shader)|RainFilter]] | |||
|- | |||
|[[Shadow Generations Shaders - Sky_d (Vertex Shader)|Sky_d]] | |||
|- | |||
|[[Shadow Generations Shaders - SpeedTree_dpn (Vertex Shader)|SpeedTree_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - tear_dpna (Vertex Shader)|tear_dpna]] | |||
|- | |||
|[[Shadow Generations Shaders - Terrain (Vertex Shader)|Terrain]] | |||
|- | |||
|[[Shadow Generations Shaders - TerrainDecal (Vertex Shader)|TerrainDecal]] | |||
|- | |||
|[[Shadow Generations Shaders - TerrainEditorCursor (Vertex Shader)|TerrainEditorCursor]] | |||
|- | |||
|[[Shadow Generations Shaders - TerrainEditorDecalPaint (Vertex Shader)|TerrainEditorDecalPaint]] | |||
|- | |||
|[[Shadow Generations Shaders - TerrainEditorHeightMapPaint (Vertex Shader)|TerrainEditorHeightMapPaint]] | |||
|- | |||
|[[Shadow Generations Shaders - TerrainEditorMaterialPaint (Vertex Shader)|TerrainEditorMaterialPaint]] | |||
|- | |||
|[[Shadow Generations Shaders - TestSky_i (Vertex Shader)|TestSky_i]] | |||
|- | |||
|[[Shadow Generations Shaders - Tree_dpn (Vertex Shader)|Tree_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - VanishCyber (Vertex Shader)|VanishCyber]] | |||
|- | |||
|[[Shadow Generations Shaders - VanishDark_dpnEEa (Vertex Shader)|VanishDark_dpnEEa]] | |||
|- | |||
|[[Shadow Generations Shaders - VanishDark_dpnEEar (Vertex Shader)|VanishDark_dpnEEar]] | |||
|- | |||
|[[Shadow Generations Shaders - Vanish_dpnam (Vertex Shader)|Vanish_dpnam]] | |||
|- | |||
|[[Shadow Generations Shaders - Vegetation_Grass_d (Vertex Shader)|Vegetation_Grass_d]] | |||
|- | |||
|[[Shadow Generations Shaders - Vegetation_Grass_dpn (Vertex Shader)|Vegetation_Grass_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - Vegetation_Tree_dpn (Vertex Shader)|Vegetation_Tree_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - VolumeVAT_dn (Vertex Shader)|VolumeVAT_dn]] | |||
|- | |||
|[[Shadow Generations Shaders - VolumeVAT_dp (Vertex Shader)|VolumeVAT_dp]] | |||
|- | |||
|[[Shadow Generations Shaders - VolumeVAT_dpn (Vertex Shader)|VolumeVAT_dpn]] | |||
|- | |||
|[[Shadow Generations Shaders - VolumeVAT_dpnE (Vertex Shader)|VolumeVAT_dpnE]] | |||
|- | |||
|[[Shadow Generations Shaders - VolumeVAT_dpnEa (Vertex Shader)|VolumeVAT_dpnEa]] | |||
|- | |||
|[[Shadow Generations Shaders - wireframe (Vertex Shader)|wireframe]] | |||
|- | |||
|[[Shadow Generations Shaders - World_Billboard_dpwn (Vertex Shader)|World_Billboard_dpwn]] | |||
|} | |||
{{notice | |||
| type = note | |||
| content = Many vertex shaders have names that match material shaders, but that does not mean that only the matching material shader uses it. A vertex shader can be used by several material shaders at the same time! | |||
}} | |||
=== Compute Shaders === | |||
These are shaders stored alongside the material shaders that serve various purposes: | |||
{| class="mw-collapsible mw-collapsed wikitable" style="margin: auto;" width="50%" | |||
|+ | |||
!Compute Shader Name | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_generate_mesh (Compute Shader)|cyan_gpu_generate_mesh]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_cube (Compute Shader)|cyan_gpu_init_cube]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_cylinder (Compute Shader)|cyan_gpu_init_cylinder]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_disc (Compute Shader)|cyan_gpu_init_disc]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_line (Compute Shader)|cyan_gpu_init_line]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_mesh (Compute Shader)|cyan_gpu_init_mesh]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_mesh_ave (Compute Shader)|cyan_gpu_init_mesh_ave]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_point (Compute Shader)|cyan_gpu_init_point]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_sphere (Compute Shader)|cyan_gpu_init_sphere]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_init_torus (Compute Shader)|cyan_gpu_init_torus]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_update_mesh (Compute Shader)|cyan_gpu_update_mesh]] | |||
|- | |||
|[[Shadow Generations Shaders - cyan_gpu_update_primitive (Compute Shader)|cyan_gpu_update_primitive]] | |||
|- | |||
|[[Shadow Generations Shaders - TerrainEditorCursorPosition (Compute Shader)|TerrainEditorCursorPosition]] | |||
|- | |||
|[[Shadow Generations Shaders - TerrainPageCS (Compute Shader)|TerrainPageCS]] | |||
|} | |} | ||
Revision as of 19:42, 12 July 2025
Material Shaders
These are shaders stored in image/x64/raw/NeedleShader.pac
and used for materials:
Shader | Example usage in the game |
---|---|
Amoeba_doapnE | N/A |
Amoeba_dopnfE | w09a10_trr_s00/m09_poisonswamp01_sf1.material
|
AuraBlur | N/A |
AuraCombine | N/A |
Blend_dpnbdpn | metaloverload/bos_mol_ship_bodya.material
|
Blend_dpndpn | w03a10_trr_s00/m03_kdv_stone01_dfsp_n_blend01_ih1.material
|
BlendDetail_dndnd | N/A |
BlendDetail_dpndpnn | w03a10_trr_s00/m03_rockcliff03_sy1.material
|
Bubbles_dpnE | ObjectStage/obj_amebaobj_worm.material
|
Chaos_dpnnE | biolizard/bos_biolizard_hugeball_glass.material
|
ChrAlbedoFalloff_dither_dpn | maria/chr_maria_dith_body.material
|
ChrAlbedoFalloff_dpn | shadow/chr_shadow_parts.material
|
ChrAlbedoFalloff_dpnE | mephiles/bos_mephiles_body.material
|
ChrAlbedoFalloff_dpnn | biolizard/bos_biolizard_body_datail.material
|
ChrEyeCDRF | N/A |
ChrEyeE_dpn | shadow/chr_shadow_eyeL.material
|
ChrEyeE_dpna | mephiles/bos_mephiles_eyeL.material
|
ChrEyeSuper | N/A |
ChrFalloffVanish_dpna | dcomet/enm_dcomet_body.material
|
ChrFalloffVanish_dpnEa | dcomet/enm_dcomet_eye.material
|
ChrFalloffVanishCyber_dpnEa | blackdoom/chr_blackdoom_body_mat_cyb.material
|
ChrFalloffVanishEff_dpnEa | perfectblackdoom/bos_pbd_cell.material
|
ChrMouthFlip_dpn | N/A |
ChrMouthFlip_dpncf | shadow/chr_shadow_mouth.material
|
ChrSkinCDRF_dither_dpncf | maria/chr_maria_dith_bodyskin.material
|
ChrSkinCDRF_dpncf | shadow/chr_shadow_skin.material
|
Clearcoat_dpnn | N/A |
clipmap_water | N/A |
Cloud_dnf | w01a10_trr_s00/m5_cloud01.material
|
Cloud_nfe | N/A |
CloudMist_dnf | w05a10_trr_s00/m05_mist501_tk1.material
|
CloudMist_dnhf | N/A |
Common_d | w01a10_trr_s00/orange_material.material
|
Common_dither_dpn | gerald/chr_gerald_dith_lens.material
|
Common_dn | w06_common/m8_rock_km1_relief02_sf1.material
|
Common_dp | shadow/chr_shadowspin_body.material
|
Common_dpn | sonic/chr_sonic_cloth.material
|
Common_dpna | blackdoom/chr_blackdoom_wear_mat.material
|
Common_dpnm | N/A |
cyan_gpu | N/A |
CyanParticle | N/A |
cyber_eye | N/A |
cyber_outline | N/A |
cyber | dflash/chr_dflashfake_skin.material
|
CyberHologram | ObjectStage/cmn_obj_hangglider_body_hologram.material
|
Decal_d | N/A |
DecalModel_dna | w01_common/m06_ds_sign_heliport_decal_mh2.material
|
DecalModel_dpn | w06a20_trr_s00/m06_ds_crack01_mh2.material
|
DecalModel_na | N/A |
DecalModelWet_d | N/A |
DecalTone_d | N/A |
Detail_dpndpn | w13b10_trr_s00/m13_dtd_floor02_dfsp_y_mm1.material
|
Detail_dpnn | w02_common/m02_rockcliff_001.material
|
DirectionBlend_dpndpn | w05a10_trr_s00/m05_rockcliff_mashcliff01_sy1.material
|
DirectionBlend_dpndpnn | N/A |
DirectionBlend_dpnndpn | w03a10_trr_s00/m03_rockcliff01_sy1.material
|
DistanceBlend_dpn | N/A |
Dpower_dpnnEf | devildoom/bos_devildoom_body01_mat.material
|
DpowerVanish_dpnnEfa | shadow/chr_shadow_dsurf_body01.material
|
DpowerVanishEff_dpnnEfa | perfectblackdoom/bos_pbd_doomsfloora_synbi.material
|
DpowerVanishVa_dpnnEfa | N/A |
Dry_dn | N/A |
Dry_dpn | N/A |
Dry_dpnn | N/A |
Earth_dpnEE | w01a10_trr_s00/m5_earth01.material
|
EffAdhoc | EffectCommon/emm_k01_com_slash01.material
|
Emission_d | N/A |
Emission_dE | w01_common/m01_speardoor_switch_lamp_sf1.material
|
Emission_dnE | N/A |
Emission_dpE | ObjectCommon/cmn_obj_spearswitch_glow.material
|
Emission_dpnE | w01_common/m01_gcylinder_light_fk1.material
|
Emission_dpnEa | w01_common/m01_gcylinder_lightarrow_fk1.material
|
EmissionTone_dapnE | biolizard/bos_biolizard_hugeball_pattern.material
|
EmissionTone_dpnE | w09_common/gearboxb_holes_ems.material
|
EmissionTone_E | beetonfc/enm_beetonfc01_glow.material
|
EmissionToneOpAnim_dpnE | w14_common/m14_brk_floatingshadowfloor_transparency_mm1.material
|
EnmAITest_dpn | N/A |
EnmBioMetal_dpnbEE | N/A |
EnmEmissionTone_dpnE | biolizard/bos_biolizard_hugeball_core.material
|
EnmEmissionTone_dpnEE | man/enm_man01_body.material
|
EnmEmissionTone_dpnnEr | N/A |
FakeGlass_d | w02_common/m02_obj_ogre_train_eye_glass_mm1.material
|
FakeGlass_dpn | w09a10_trr_s00/m09_m01_glass01_jh1.material
|
FalloffEmissionTone_dpn | metaloverload/bos_metaloverload_body01_falloff.material
|
FlowLava_dpnbEa | w05a20_trr_s00/m05_lava503_tk1_mask_01.material
|
FlowWaterLite | N/A |
FlowWaterLiteFar | N/A |
FlowWaterParallax_ddnnf | w03a10_trr_s00/m03_waterwall_sf1.material
|
FlowWaterParallax_ddnnff | w09a10_trr_s00/m09_water501_sf1.material
|
FlowWaterParallax | N/A |
FlowWaterParallax2 | N/A |
FlowWaterWP | w05a20_trr_s00/m05_water_flow_tk1.material
|
FlyerRoad | N/A |
Fur | shadow/chr_shadow_fur.material
|
Generate_dpnEg | N/A |
GenerateIrie_dpnnrEg | N/A |
Glass_dpn | w02_common/m02_light_glass_mm1.material
|
GlassTone_dpnE | w09_common/obj_chaossprtri_glass.material
|
Grass_d | N/A |
Grass_dn | N/A |
Grass_dpn | w03a10_trr_s00/m03_kdv_plant13_dfsp_k_ih1.material
|
HomingAttackLocus | N/A |
IgnoreLight_d | w01a10_trr_s00/m_shadow_mat.material
|
IgnoreLight_dE | ObjectCommon/cmn_obj_goalring_rainbow.material
|
IgnoreLight_dither_d | N/A |
IgnoreLight_dither | N/A |
IgnoreLight_E | w09_common/gearboxb_icon.material
|
IgnoreLightAfterPostEffect_d | N/A |
Impostor_dpn | w02a10_trr_s00/m02_bigcannon_imposter_mh2.material
|
Impostor_Vegetation_dn | N/A |
Impostor_Vegetation_dpn | N/A |
Indirect_daon | w03a10_trr_s00/m03_waterfall_big_522a_tk1.material
|
Indirect_doapnE | N/A |
Indirect_dopn | N/A |
Indirect_dpnd | N/A |
InstancedGrind_dpnEa | w01_common/m7_obj_grindrail01_scroll_sf1.material
|
InstancedWire_dpn | w03_common/m03_obj_grindrail01_mh2.material
|
InstancedWire_dpnE | w03_common/m03_obj_windroad_sf1.material
|
Iridescence_ddpNrEa | w09_common/m09_large_crest_poison_swamp_mm1.material
|
Iridescence_dpnnr | N/A |
IridescenceStone_ddpNrEa | w05a20_trr_s00/m05_ruinbiometal02_sy1.material
|
Jewel_dnE | w03_common/m03_kdv_luminous05_sf1.material
|
Jewel | ObjectStage/chr_emerald_in.material
|
Kaleidoscope | ObjectDistortion/m06_ds_wall_window03_ks_fh1.material
|
KaleidoscopeTone_dpnE | N/A |
LightMask_dpnm | N/A |
LightMaskWeather_dpnm | N/A |
LightMaskWeather_dpnmb | N/A |
MariaEye_dither_dpnE | N/A |
MariaEye_dpnE | maria/chr_maria_eye.material
|
MariaHair_dither_dpncfs | maria/chr_maria_dith_hair.material
|
MariaHair_dpncfs | maria/chr_maria_hair.material
|
MariaHairLight_dither_dpncfs | N/A |
MariaHairLight_dpncfs | N/A |
Mephiles_dpnnEE | mephiles/bos_mephilesdiver_body.material
|
Mist_dn | w03a10_trr_s00/m03_fog01_sf1.material
|
NearVanish_da | N/A |
OceanParallax_ddnnfm | w12_common/m1_ocean02_lk1.material
|
OceanParallaxLight_ddnnfm | w12_common/m1_ocean01_lk1.material
|
ParallaxOcclusion_dpn | N/A |
Plush_dpnna | N/A |
Plush | N/A |
ProtectBreak | N/A |
Rain | N/A |
RainFilter | N/A |
Ring_dd | shadow/chr_shadow_ring.material
|
Ring_ddp | N/A |
Ring_ddpn | ObjectStage/cmn_obj_propellerspring_red.material
|
RingFalloff_ddpn | ObjectCommon/cmn_obj_ring_body.material
|
RingFalloffVanish_ddpna | ObjectIsland/cmnisl_obj_dashring_body01.material
|
SearchLight | w09a10_trr_s00/m09_lamp09_km2.material
|
Sky_d | w01a10_trr_s00/m01_universe.material
|
Sky_da | w01a10_trr_s00/m01_universe_a.material
|
SlashBlackFlow_d | N/A |
SlashFlow_d | N/A |
SonicAura | shadow/chr_shadow_aurabody.material
|
SpeedTree_dpn | N/A |
SuperSonicShape | shadow/chr_shadow_shapebody.material
|
tear_dpna | N/A |
Terrain | N/A |
TerrainDecal | N/A |
TerrainEditorCursor | N/A |
TerrainEditorDecalPaint | N/A |
TerrainEditorDensityColorPaint | N/A |
TerrainEditorDensityMapPaint | N/A |
TerrainEditorHeightMapPaint | N/A |
TerrainEditorMaterialPaint | N/A |
TerrainPage | N/A |
TestSky_i | N/A |
TimeEater_dnn | timeeater/Boss_EVTimeEater_body01.material
|
Translucent_dpn | w05a20_trr_s00/m05_rockcliff_sulfur01_sy1.material
|
TransThin_d | N/A |
TransThin_dpnt | w03_common/m03_kdv_window01_dfsp_n_ih1.material
|
Tree_dpn | N/A |
Turf_dpdpn | N/A |
unlit_da | ev1310/m_falling_shadow_zoom_in.material
|
Vanish_dpna | enemycommon/enm_cmn_brk_body.material
|
Vanish_dpnam | N/A |
VanishDark_dpnEa | mancommon/enm_deform_man01_body.material
|
VanishDark_dpnEaa | w09_common/m09_large_crest_skin_mm1.material
|
VanishDark_dpnEEa | w09_common/w09_obj_gearboxb_key_vanish.material
|
VanishDark_dpnEEar | N/A |
VanishDarkFalloff_dpnEa | egg01/enm_deform_egg01_body.material
|
Vegetation_Grass_d | N/A |
Vegetation_Grass_dn | N/A |
Vegetation_Grass_dpn | w03a10_trr_s00/m03_kdv_leaf05_dfpt_p_y_ih1.material
|
Vegetation_Tree_d | N/A |
Vegetation_Tree_dpn | w03a10_trr_s00/m03_kdv_leaf08_dfpt_p_k_ih1.material
|
VolcanicAsh_dnt | w05a20_trr_s00/m05_volcanosmoke_kt1.material
|
VolumeVAT_dn | w02a10_trr_s00/m02_metal_n1_7014_warning_mh2_vat.material
|
VolumeVAT_dp | N/A |
VolumeVAT_dpn | w01a10_trr_s00/v_m_et64_3.material
|
VolumeVAT_dpnE | w01a10_trr_s00/v_m1_pillar901_nt1.material
|
VolumeVAT_dpnEa | w01a10_trr_s00/m01_techno_panel_emsa_step02_sy1_vat.material
|
Water_Add | N/A |
WaterRefraction_dnnao | w03a10_trr_s00/m03_waterfall_big_521a_tk1.material
|
WhiteSpaceAmoeba_dopnfE | w09_common/m09_m05_lava01_sy1.material
|
WhiteSpaceBlend_dpndpn | w09_common/m09_m05_rockcliff02_sy1.material
|
WhiteSpaceCommon_dp | w09_common/m09_m04_midparts101_km1.material
|
WhiteSpaceCommon_dpn | w09_common/m09_m03_kdv_brick15_dfsp_y_ih1.material
|
WhiteSpaceDetail_dpnn | w09_common/m09_m02_rockcliff_001.material
|
WhiteSpaceDirectionBlend_dpndpn | N/A |
WhiteSpaceDirectionBlend_dpnndpn | w09_common/m09_m03_rockcliff01_sy1.material
|
WhiteSpaceEmission_dpnE | w09_common/m09_m01_yellow03_jh1.material
|
WhiteSpaceEmission_dpnEa | w09_common/m09_m01_fr_metal_socc_purple01_jh1.material
|
WhiteSpaceEmissionTone_dpnE | w09a10_trr_s00/m09_m01_w1_metal165_jh1.material
|
WhiteSpaceGlass_dpn | w09_common/m09_m02_light_glass_mm1.material
|
WhiteSpaceIridescence_ddpNrEa | w09_common/m09_m05_ruinbiometal01_ty1.material
|
WhiteSpaceVegetation_Grass_dpn | w09_common/m09_m03_kdv_plant13_dfpt_p_k_ih1.material
|
WhiteSpaceVegetation_Tree_dpn | w09_common/m09_m03_kdv_leaf08_dfpt_p_k_ih1.material Psort
|
wireframe | N/A |
World_Billboard_dpwn | N/A |
World_Billboard_dwn | N/A |
Vertex Shaders
These are shaders used to process vertex information before rendering out the model. Most material shaders just use the embedded common_vs shader, but many specify custom ones too, specified in a material shaders .shader-list
file. These are the vertex shaders that can be used:
Note
Many vertex shaders have names that match material shaders, but that does not mean that only the matching material shader uses it. A vertex shader can be used by several material shaders at the same time!
Compute Shaders
These are shaders stored alongside the material shaders that serve various purposes:
Engine Shaders
These are shaders embedded directly into the games executable: