Sonic the Hedgehog (2006) Shaders: Difference between revisions
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Many of the shaders within the subfolders will be exact duplicates of the standard variant. | |||
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. |
Revision as of 18:47, 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.
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.
Shader | Notes |
---|---|
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 |