SF names for vcs, vs, ps triples
/shaders-core/vfx/apply_fog_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------
Apply accumulated fog to the opaque rendered objects
Arguments in apply_fog_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/bilateral_blur_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------------------
Used to apply a two-pass separable box blurring filter to an image
Arguments in bilateral_blur_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_HORZ_BLUR(-1) (0) S_HORZ_BLUR(0)
F_MUL_COLOR_BY_ALPHA(-1) (1) S_MUL_COLOR_BY_ALPHA(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/bilateral_blur_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------------
Used to apply a two-pass separable box blurring filter to an image
Arguments in bilateral_blur_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_HORZ_BLUR(-1) (0) S_HORZ_BLUR(0)
F_MUL_COLOR_BY_ALPHA(-1) (1) S_MUL_COLOR_BY_ALPHA(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/black_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------
Cheap shader that just outputs black (with fog)
Arguments in black_pcgl_40_features.vcs header (4)
Default
Depth
ProjectionDepth
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
/shaders-core/vfx/blur_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------
RGB blur using one of 4 Gaussian kernels
Arguments in blur_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_GAUSSIAN_KERNEL(-1) (0) S_GAUSSIAN_KERNEL(0)
F_SRGB_READ(-1) (1) S_SRGB_READ(1)
MaxZ-digits = 0 (0) MaxZ-digits = 4 (1001)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/blur_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------
RGB blur using one of 4 Gaussian kernels
Arguments in blur_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_GAUSSIAN_KERNEL(-1) (0) S_GAUSSIAN_KERNEL(0)
F_SRGB_READ(-1) (1) S_SRGB_READ(1)
MaxZ-digits = 0 (0) MaxZ-digits = 4 (1001)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/cables_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------
Cables shader used for particle system cables
Arguments in cables_pcgl_30_features.vcs header (5)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_NORMAL_MAP(-1) (0) S_NORMAL_MAP(0)
MaxZ-digits = 4 (1000) MaxZ-digits = 5 (11100)
VSARGS = 4 PSARGS = 5
/shaders-core/vfx/cables_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------
Cables shader used for particle system cables
Arguments in cables_pcgl_40_features.vcs header (5)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_NORMAL_MAP(-1) (0) S_NORMAL_MAP(0)
MaxZ-digits = 4 (1000) MaxZ-digits = 5 (11100)
VSARGS = 4 PSARGS = 5
/shaders-core/vfx/complex_pcgl_50_features.vcs + vs, ps files
-------------------------------------------------------------
Simple PBR shader.
Arguments in complex_pcgl_50_features.vcs header (5)
Depth
ProjectionDepth
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
F_ALPHA_TEST(-1) (1) S_ALPHA_TEST(1)
F_TRANSLUCENT(-1) (2) S_TRANSLUCENT(2)
F_GLASS(-1) (3) S_GLASS(3)
F_CLEAR_COAT(-1) (4) S_CLEAR_COAT(4)
F_SELF_ILLUM(-1) (5) S_SELF_ILLUM(5)
MaxZ-digits = 4 (1110) MaxZ-digits = 7 (1101000)
VSARGS = 4 PSARGS = 8
/shaders-core/vfx/convolve_environment_map_pcgl_41_features.vcs + vs, ps files
------------------------------------------------------------------------------
Blurs cubemap faces according to the GGX specular term.
Arguments in convolve_environment_map_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/copytexture_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------------
Copy texture
Arguments in copytexture_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_WRITE_COLOR(-1) (0) S_WRITE_COLOR(0)
F_BLEND_MUL(-1) (1) S_BLEND_MUL(1)
F_WRITE_DEPTH(-1) (2) S_WRITE_DEPTH(2)
F_USE_TEXCOORDS(-1) S_USE_TEXCOORDS(3) S_USE_TEXCOORDS(3)
F_GAMMA_CORRECT(-1) (4) S_GAMMA_CORRECT(4)
F_TONEMAP(-1) (5) S_TONEMAP(5)
F_DESATURATE(-1) (6) S_DESATURATE(6)
MaxZ-digits = 1 (1) MaxZ-digits = 7 (1111111)
VSARGS = 1 PSARGS = 7
/shaders-core/vfx/copytexture_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------
Copy texture
Arguments in copytexture_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_WRITE_COLOR(-1) (0) S_WRITE_COLOR(0)
F_BLEND_MUL(-1) (1) S_BLEND_MUL(1)
F_WRITE_DEPTH(-1) (2) S_WRITE_DEPTH(2)
F_USE_TEXCOORDS(-1) S_USE_TEXCOORDS(3) S_USE_TEXCOORDS(3)
F_GAMMA_CORRECT(-1) (4) S_GAMMA_CORRECT(4)
F_TONEMAP(-1) (5) S_TONEMAP(5)
F_DESATURATE(-1) (6) S_DESATURATE(6)
MaxZ-digits = 1 (1) MaxZ-digits = 7 (1111111)
VSARGS = 1 PSARGS = 7
/shaders-core/vfx/debug_show_texture_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------------------
Arguments in debug_show_texture_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/debug_show_texture_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------------
Arguments in debug_show_texture_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/debug_sunshadow_vis_pcgl_30_features.vcs + vs, ps files
-------------------------------------------------------------------------
Used to visualize the cascaded shadow map split boundaries
Arguments in debug_sunshadow_vis_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/debug_sunshadow_vis_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------------
Used to visualize the cascaded shadow map split boundaries
Arguments in debug_sunshadow_vis_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/debug_wireframe_2d_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------------------
Simple, no frills screenspace wireframe with per-vertex colors
Arguments in debug_wireframe_2d_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/debug_wireframe_2d_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------------
Simple, no frills screenspace wireframe with per-vertex colors
Arguments in debug_wireframe_2d_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/debugoverlay_wireframe_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------------------
Wireframe for tools
Arguments in debugoverlay_wireframe_pcgl_30_features.vcs header (6)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
Forward
ForwardDebugLightingOnly
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_UNLIT(-1) (0) S_UNLIT(0)
F_NO_ZTEST(-1) (1) S_NO_ZTEST(1)
MaxZ-digits = 3 (101) MaxZ-digits = 5 (11100)
VSARGS = 3 PSARGS = 5
/shaders-core/vfx/debugoverlay_wireframe_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------------------
Wireframe for tools
Arguments in debugoverlay_wireframe_pcgl_40_features.vcs header (6)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
Forward
ForwardDebugLightingOnly
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_UNLIT(-1) (0) S_UNLIT(0)
F_NO_ZTEST(-1) (1) S_NO_ZTEST(1)
MaxZ-digits = 3 (101) MaxZ-digits = 5 (11100)
VSARGS = 3 PSARGS = 5
/shaders-core/vfx/deferred_shading_pcgl_41_features.vcs + vs, ps files
----------------------------------------------------------------------
Tiled Deferred Shading
Arguments in deferred_shading_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
/shaders-core/vfx/depth_only_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------
Depth Only - Used as a Mode Fallback
Arguments in depth_only_pcgl_30_features.vcs header (2)
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
F_ALPHA_TEST(-1) S_ALPHA_TEST(0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) S_TRANSLUCENT(1) S_TRANSLUCENT(1)
F_RENDER_BACKFACES(-1) (2) (2)
F_FOLIAGE_ANIMATION(-1) S_FOLIAGE_ANIMATION(3) (3)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(4) (4)
MaxZ-digits = 7 (1110101) MaxZ-digits = 4 (1010)
VSARGS = 7 PSARGS = 4
/shaders-core/vfx/depth_only_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------
Depth Only - Used as a Mode Fallback
Arguments in depth_only_pcgl_40_features.vcs header (2)
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
F_ALPHA_TEST(-1) S_ALPHA_TEST(0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) S_TRANSLUCENT(1) S_TRANSLUCENT(1)
F_RENDER_BACKFACES(-1) (2) (2)
F_FOLIAGE_ANIMATION(-1) S_FOLIAGE_ANIMATION(3) (3)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(4) (4)
MaxZ-digits = 7 (1110101) MaxZ-digits = 4 (1010)
VSARGS = 7 PSARGS = 4
/shaders-core/vfx/downsample_depth_pcgl_50_features.vcs + vs, ps files
----------------------------------------------------------------------
Downsample/resolve depth buffer
Arguments in downsample_depth_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/downsample_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------
Shader to downsample rendertargets
Arguments in downsample_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/downsample_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------
Shader to downsample rendertargets
Arguments in downsample_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/error_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------
Error shader
Arguments in error_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
/shaders-core/vfx/error_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------
Error shader
Arguments in error_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
/shaders-core/vfx/fogtonemapsrgb_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in fogtonemapsrgb_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/fogtonemapsrgb_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in fogtonemapsrgb_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/general_filter_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------------------
Shader used form performing various 2d convolutions.
Arguments in general_filter_pcgl_30_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) (0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_ALPHA_WEIGHTED(-1) (2) S_ALPHA_WEIGHTED(2)
F_VERTEXTINT(-1) S_VERTEXTINT(3) S_VERTEXTINT(3)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (111)
VSARGS = 1 PSARGS = 3
/shaders-core/vfx/general_filter_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------------
Shader used form performing various 2d convolutions.
Arguments in general_filter_pcgl_40_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) (0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_ALPHA_WEIGHTED(-1) (2) S_ALPHA_WEIGHTED(2)
F_VERTEXTINT(-1) S_VERTEXTINT(3) S_VERTEXTINT(3)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (111)
VSARGS = 1 PSARGS = 3
/shaders-core/vfx/generic_light_pcgl_30_features.vcs + vs, ps files
-------------------------------------------------------------------
Used to accumulate lighting for light geometry
Arguments in generic_light_pcgl_30_features.vcs header (4)
Default
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
LightIrradianceSamples S_MODE_LIGHT_IRRADIANCE_SAMPLES
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1) S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
F_SPOT_LIGHT(-1) S_SPOT_LIGHT(0) S_SPOT_LIGHT(0)
F_SHADOW_MODE(-1) (1) S_SHADOW_MODE(1)
F_VOLUMETEXTURE(-1) (2) S_VOLUMETEXTURE(2)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111100)
VSARGS = 2 PSARGS = 7
/shaders-core/vfx/generic_light_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------
Used to accumulate lighting for light geometry
Arguments in generic_light_pcgl_40_features.vcs header (4)
Default
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
LightIrradianceSamples S_MODE_LIGHT_IRRADIANCE_SAMPLES
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1) S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
F_SPOT_LIGHT(-1) S_SPOT_LIGHT(0) S_SPOT_LIGHT(0)
F_SHADOW_MODE(-1) (1) S_SHADOW_MODE(1)
F_VOLUMETEXTURE(-1) (2) S_VOLUMETEXTURE(2)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111100)
VSARGS = 2 PSARGS = 7
/shaders-core/vfx/grasstile_pcgl_41_features.vcs + vs, ps files
---------------------------------------------------------------
Grass Shader
Arguments in grasstile_pcgl_41_features.vcs header (4)
Forward
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (100)
VSARGS = 2 PSARGS = 4
/shaders-core/vfx/grasstile_preview_pcgl_41_features.vcs + vs, ps files
-----------------------------------------------------------------------
Standard shader for all non-blend surfaces
Arguments in grasstile_preview_pcgl_41_features.vcs header (1)
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
F_DISABLE_TEXTURE_MIRRORING(-1) (0) S_DISABLE_TEXTURE_MIRRORING(0)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 2
/shaders-core/vfx/hdr_post_process_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------------
HDR Tonemapping and Postprocessing
Arguments in hdr_post_process_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/height_fog_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------
Accumulate fog density from a ground-plane-based fog volume
Arguments in height_fog_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/imgui_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------
Shader to draw Dear ImGui
Arguments in imgui_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/minimap_fow_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------------
Used to draw fog of war on the minimap
Arguments in minimap_fow_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/minimap_fow_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------
Used to draw fog of war on the minimap
Arguments in minimap_fow_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/morph_composite_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------------------
Composite morph texture
Arguments in morph_composite_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/morph_composite_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------------
Composite morph texture
Arguments in morph_composite_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/occluder_depth_overlay_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------------------
Occluder Depth Overlay
Arguments in occluder_depth_overlay_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/occluder_depth_overlay_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------------------
Occluder Depth Overlay
Arguments in occluder_depth_overlay_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/occluder_vis_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------
Shader to visualize occluder geometry
Arguments in occluder_vis_pcgl_40_features.vcs header (1)
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
/shaders-core/vfx/occlusion_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------------
Shader used by occlusion query proxy rendering
Arguments in occlusion_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_DEBUG_DRAW_OCCLUDER(-1) (1) S_DEBUG_DRAW_OCCLUDER(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/occlusion_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------
Shader used by occlusion query proxy rendering
Arguments in occlusion_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_DEBUG_DRAW_OCCLUDER(-1) (1) S_DEBUG_DRAW_OCCLUDER(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/panorama_fancyquad_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------------------
Used for panorama fancy quad
Arguments in panorama_fancyquad_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/panorama_fancyquad_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------------
Used for panorama fancy quad
Arguments in panorama_fancyquad_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/panorama_fancyquad_pcgl_50_features.vcs + vs, ps files
------------------------------------------------------------------------
Used for panorama fancy quad
Arguments in panorama_fancyquad_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/panorama_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------------
Used for Panorama UI
Arguments in panorama_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/panorama_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------
Used for Panorama UI
Arguments in panorama_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/panorama_pcgl_50_features.vcs + vs, ps files
--------------------------------------------------------------
Used for Panorama UI
Arguments in panorama_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/physics_wireframe_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------------------
Wireframe for physics model visualization
Arguments in physics_wireframe_pcgl_30_features.vcs header (3)
Default
DeferredGather S_MODE_DEFERRED_GATHER
Forward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
S_MODE_FORWARD(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_DOTTED_LINE(-1) S_DOTTED_LINE(1) S_DOTTED_LINE(1)
F_FILL(-1) (2) S_FILL(2)
F_HIDDEN_WIREFRAME(-1) (3) S_HIDDEN_WIREFRAME(3)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111111)
VSARGS = 2 PSARGS = 6
/shaders-core/vfx/physics_wireframe_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------------
Wireframe for physics model visualization
Arguments in physics_wireframe_pcgl_40_features.vcs header (3)
Default
DeferredGather S_MODE_DEFERRED_GATHER
Forward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
S_MODE_FORWARD(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_DOTTED_LINE(-1) S_DOTTED_LINE(1) S_DOTTED_LINE(1)
F_FILL(-1) (2) S_FILL(2)
F_HIDDEN_WIREFRAME(-1) (3) S_HIDDEN_WIREFRAME(3)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111111)
VSARGS = 2 PSARGS = 6
/shaders-core/vfx/post_process_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------------
Post processing
Arguments in post_process_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VIGNETTE(-1) (0) S_VIGNETTE(0)
F_FILM_GRAIN(-1) (1) S_FILM_GRAIN(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/post_process_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------
Post processing
Arguments in post_process_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VIGNETTE(-1) (0) S_VIGNETTE(0)
F_FILM_GRAIN(-1) (1) S_FILM_GRAIN(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/reconstruct_normals_pcgl_30_features.vcs + vs, ps files
-------------------------------------------------------------------------
Creates a buffer of normals reconstructed from depth while performing nearest-filtered downsampling of depth.
Arguments in reconstruct_normals_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/reconstruct_normals_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------------
Creates a buffer of normals reconstructed from depth while performing nearest-filtered downsampling of depth.
Arguments in reconstruct_normals_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/rendermicrobenchmark_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------------------------
Used for rendermicrobenchmark
Arguments in rendermicrobenchmark_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VARIANT(-1) S_VARIANT(0) S_VARIANT(0)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 1
/shaders-core/vfx/rendermicrobenchmark_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------------------
Used for rendermicrobenchmark
Arguments in rendermicrobenchmark_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VARIANT(-1) S_VARIANT(0) S_VARIANT(0)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 1
/shaders-core/vfx/sampletexture_bicubic_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------------------------
Shader that scales input texture using bicubic filtering
Arguments in sampletexture_bicubic_pcgl_30_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) S_ADDITIVE_BLENDING(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_INVERT_ALPHA(-1) (2) (2)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/sampletexture_bicubic_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------------------
Shader that scales input texture using bicubic filtering
Arguments in sampletexture_bicubic_pcgl_40_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) S_ADDITIVE_BLENDING(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_INVERT_ALPHA(-1) (2) (2)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/screen_texture_with_depth_pcgl_30_features.vcs + vs, ps files
-------------------------------------------------------------------------------
Used to draw screen space textures at a specific depth
Arguments in screen_texture_with_depth_pcgl_30_features.vcs header (4)
Forward
DotaForward
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/screen_texture_with_depth_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------------------
Used to draw screen space textures at a specific depth
Arguments in screen_texture_with_depth_pcgl_40_features.vcs header (4)
Forward
DotaForward
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/screenspace_reflections_blur_pcgl_41_features.vcs + vs, ps files
----------------------------------------------------------------------------------
Screenspace Reflections Blur
Arguments in screenspace_reflections_blur_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/screenspace_reflections_pcgl_41_features.vcs + vs, ps files
-----------------------------------------------------------------------------
Screenspace Reflection Shader
Arguments in screenspace_reflections_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/sfm_accumulation_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------------
Shader used by the SFM's accumumation buffer
Arguments in sfm_accumulation_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/sfm_hsl_grain_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------
Shader used by the SFM's CDmeHSLGrainFXClip
Arguments in sfm_hsl_grain_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 1
/shaders-core/vfx/sfm_textured_unlit_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------------------
Unlit Textured With Depth
Arguments in sfm_textured_unlit_pcgl_30_features.vcs header (4)
Forward
VrForward
DotaForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/sfm_textured_unlit_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------------
Unlit Textured With Depth
Arguments in sfm_textured_unlit_pcgl_40_features.vcs header (4)
Forward
VrForward
DotaForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/sfm_volumetrics_frustum_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------------------
Shader used by the SFM's volumetric lights
Arguments in sfm_volumetrics_frustum_pcgl_40_features.vcs header (4)
Forward
DotaForward
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 1
/shaders-core/vfx/sky_model_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------------
Implementation of 'An Analytic Model for Full Spectral Sky-Dome Radiance' presented by Lukas Hosek and Alexander Wilkie of Charles University in Prague in SIGGRAPH 2012.
Arguments in sky_model_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/sky_model_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------
Implementation of 'An Analytic Model for Full Spectral Sky-Dome Radiance' presented by Lukas Hosek and Alexander Wilkie of Charles University in Prague in SIGGRAPH 2012.
Arguments in sky_model_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/sky_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------
Used to draw the skybox
Arguments in sky_pcgl_30_features.vcs header (3)
Default
Forward
VrForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_LIGHTING_ONLY(-1) S_LIGHTING_ONLY(0) (0)
F_TEXTURE_FORMAT(-1) (1) S_TEXTURE_FORMAT(1)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (101)
VSARGS = 1 PSARGS = 1
/shaders-core/vfx/sky_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------
Used to draw the skybox
Arguments in sky_pcgl_40_features.vcs header (3)
Default
Forward
VrForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_LIGHTING_ONLY(-1) S_LIGHTING_ONLY(0) (0)
F_TEXTURE_FORMAT(-1) (1) S_TEXTURE_FORMAT(1)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (101)
VSARGS = 1 PSARGS = 1
/shaders-core/vfx/solidcolor_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------
A shader for untextured and unlit meshes
Arguments in solidcolor_pcgl_30_features.vcs header (8)
Default
VrForward
Depth
ProjectionDepth
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED_GATHER(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
F_IGNOREZ(-1) (1) (1)
F_WRITE_TO_DESTALPHA(-1) (2) (2)
F_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(-1) (3) S_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(3)
F_DISABLE_Z_WRITE(-1) (4) (4)
F_DISABLE_STENCIL_WRITE(-1) (5) (5)
MaxZ-digits = 4 (1101) MaxZ-digits = 4 (1110)
VSARGS = 4 PSARGS = 4
/shaders-core/vfx/solidcolor_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------
A shader for untextured and unlit meshes
Arguments in solidcolor_pcgl_40_features.vcs header (8)
Default
VrForward
Depth
ProjectionDepth
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED_GATHER(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
F_IGNOREZ(-1) (1) (1)
F_WRITE_TO_DESTALPHA(-1) (2) (2)
F_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(-1) (3) S_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(3)
F_DISABLE_Z_WRITE(-1) (4) (4)
F_DISABLE_STENCIL_WRITE(-1) (5) (5)
MaxZ-digits = 4 (1101) MaxZ-digits = 4 (1110)
VSARGS = 4 PSARGS = 4
/shaders-core/vfx/spritecard_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------
Shader used by the particle system
Arguments in spritecard_pcgl_30_features.vcs header (6)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
PrepassGBuffer S_MODE_PREPASS_GBUFFER
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_REVERSE_DEPTH(-1) (0) S_REVERSE_DEPTH(0)
F_DISABLE_DEPTHTEST(-1) (1) (1)
F_MOD2X(-1) (2) S_MOD2X(2)
F_LIGHTEN_MODE(-1) (3) (3)
F_PARTICLE_ORIENTATION(-1) S_PARTICLE_ORIENTATION(4) (4)
F_DRAW_AS_TRAIL(-1) S_DRAW_AS_TRAIL(5) S_DRAW_AS_TRAIL(5)
F_ADDRESS_V_CLAMP(-1) S_ADDRESS_V_CLAMP(6) (6)
F_PER_PIXEL_LIGHTING(-1) S_PER_PIXEL_LIGHTING(7) S_PER_PIXEL_LIGHTING(7)
F_HAS_NO_NORMAL_FOR_LIGHTING(-1) (8) S_HAS_NO_NORMAL_FOR_LIGHTING(8)
F_NUM_SEQUENCES_PER_PARTICLE(-1) S_NUM_SEQUENCES_PER_PARTICLE(9) S_NUM_SEQUENCES_PER_PARTICLE(9)
F_REFRACT(-1) (10) S_REFRACT(10)
F_OPAQUE(-1) (11) S_OPAQUE(11)
F_HSV_SHIFT(-1) (12) S_HSV_SHIFT(12)
F_TEXTURE_LAYERS(-1) S_TEXTURE_LAYERS(13) S_TEXTURE_LAYERS(13)
MaxZ-digits = 14 (10011111101000) MaxZ-digits = 16 (1111101111110000)
VSARGS = 11 PSARGS = 15
/shaders-core/vfx/spritecard_pcgl_41_features.vcs + vs, ps files
----------------------------------------------------------------
Shader used by the particle system
Arguments in spritecard_pcgl_41_features.vcs header (6)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
PrepassGBuffer S_MODE_PREPASS_GBUFFER
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_REVERSE_DEPTH(-1) (0) S_REVERSE_DEPTH(0)
F_DISABLE_DEPTHTEST(-1) (1) (1)
F_MOD2X(-1) (2) S_MOD2X(2)
F_LIGHTEN_MODE(-1) (3) (3)
F_PARTICLE_ORIENTATION(-1) S_PARTICLE_ORIENTATION(4) (4)
F_DRAW_AS_TRAIL(-1) S_DRAW_AS_TRAIL(5) S_DRAW_AS_TRAIL(5)
F_ADDRESS_V_CLAMP(-1) S_ADDRESS_V_CLAMP(6) (6)
F_PER_PIXEL_LIGHTING(-1) S_PER_PIXEL_LIGHTING(7) S_PER_PIXEL_LIGHTING(7)
F_HAS_NO_NORMAL_FOR_LIGHTING(-1) (8) S_HAS_NO_NORMAL_FOR_LIGHTING(8)
F_NUM_SEQUENCES_PER_PARTICLE(-1) S_NUM_SEQUENCES_PER_PARTICLE(9) S_NUM_SEQUENCES_PER_PARTICLE(9)
F_REFRACT(-1) (10) S_REFRACT(10)
F_OPAQUE(-1) (11) S_OPAQUE(11)
F_HSV_SHIFT(-1) (12) S_HSV_SHIFT(12)
F_TEXTURE_LAYERS(-1) S_TEXTURE_LAYERS(13) S_TEXTURE_LAYERS(13)
MaxZ-digits = 14 (10011111101000) MaxZ-digits = 16 (1111101111110000)
VSARGS = 11 PSARGS = 15
/shaders-core/vfx/ssao_bilateral_blur_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------------
Scalable Ambient Obscurance Bilateral Blur
Arguments in ssao_bilateral_blur_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/ssao_convert_depth_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------------
Scalable Ambient Obscurance Depth Conversion
Arguments in ssao_convert_depth_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/ssao_downsample_depth_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------------------
Scalable Ambient Obscurance Depth Downsample
Arguments in ssao_downsample_depth_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/ssao_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in ssao_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_SSAO_QUALITY(-1) (0) S_SSAO_QUALITY(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (101)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/ssao_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in ssao_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_SSAO_QUALITY(-1) (0) S_SSAO_QUALITY(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (101)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/ssao_scalable_ambient_obscurance_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------------------------------
Scalable Ambient Obscurance AO computation
Arguments in ssao_scalable_ambient_obscurance_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_OUTPUT_RED_CHANNEL_ONLY(-1) (0) S_OUTPUT_RED_CHANNEL_ONLY(0)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 1
/shaders-core/vfx/sunlight_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------------
Used on opaque objects for rendering into parallel split shadow buffers
Arguments in sunlight_pcgl_30_features.vcs header (2)
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (10)
VSARGS = 0 PSARGS = 3
/shaders-core/vfx/sunlight_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------
Used on opaque objects for rendering into parallel split shadow buffers
Arguments in sunlight_pcgl_40_features.vcs header (2)
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (10)
VSARGS = 0 PSARGS = 3
/shaders-core/vfx/tonemap_query_pcgl_30_features.vcs + vs, ps files
-------------------------------------------------------------------
Compares the luminance against a constant value and returns all 1's when greater
Arguments in tonemap_query_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tonemap_query_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------
Compares the luminance against a constant value and returns all 1's when greater
Arguments in tonemap_query_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tonemap_query_pcgl_50_features.vcs + vs, ps files
-------------------------------------------------------------------
Compares the luminance against a constant value and returns all 1's when greater
Arguments in tonemap_query_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_2d_generic_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------------
Screenspace, per-vertex color, (optionally) textured
Arguments in tools_2d_generic_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_2d_generic_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------------
Screenspace, per-vertex color, (optionally) textured
Arguments in tools_2d_generic_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_encode_environment_map_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------------------------
Performs essential processing on cube map faces.
Arguments in tools_encode_environment_map_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_encode_environment_map_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------------------------
Performs essential processing on cube map faces.
Arguments in tools_encode_environment_map_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_generic_pcgl_30_features.vcs + vs, ps files
-------------------------------------------------------------------
Tools Generic
Arguments in tools_generic_pcgl_30_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_RENDER_BACKFACES(-1) (2) S_RENDER_BACKFACES(2)
F_CODE_SUPPLIED_TEXTURE(-1) (3) S_CODE_SUPPLIED_TEXTURE(3)
F_DISABLE_DEPTH_TEST(-1) (4) (4)
F_VERTEX_COLOR_TINT(-1) S_VERTEX_COLOR_TINT(5) S_VERTEX_COLOR_TINT(5)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1111)
VSARGS = 3 PSARGS = 4
/shaders-core/vfx/tools_generic_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------
Tools Generic
Arguments in tools_generic_pcgl_40_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_RENDER_BACKFACES(-1) (2) S_RENDER_BACKFACES(2)
F_CODE_SUPPLIED_TEXTURE(-1) (3) S_CODE_SUPPLIED_TEXTURE(3)
F_DISABLE_DEPTH_TEST(-1) (4) (4)
F_VERTEX_COLOR_TINT(-1) S_VERTEX_COLOR_TINT(5) S_VERTEX_COLOR_TINT(5)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1111)
VSARGS = 3 PSARGS = 4
/shaders-core/vfx/tools_light_probe_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------------------
Shader used in tools to render the reflection from an environment map. Meant to look like Paul Debevec's light probes. See www.debevec.org/probes
Arguments in tools_light_probe_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_light_probe_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------------
Shader used in tools to render the reflection from an environment map. Meant to look like Paul Debevec's light probes. See www.debevec.org/probes
Arguments in tools_light_probe_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_modelviewer_wireframe_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------------------------------
Debug shader that renders wireframe for model viewer
Arguments in tools_modelviewer_wireframe_pcgl_30_features.vcs header (2)
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsUtil S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1)
S_MODE_TOOLS_WIREFRAME(-1)
MaxZ-digits = 3 (101) MaxZ-digits = 0 (0)
VSARGS = 3 PSARGS = 0
/shaders-core/vfx/tools_modelviewer_wireframe_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------------------------
Debug shader that renders wireframe for model viewer
Arguments in tools_modelviewer_wireframe_pcgl_40_features.vcs header (2)
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsUtil S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1)
S_MODE_TOOLS_WIREFRAME(-1)
MaxZ-digits = 3 (101) MaxZ-digits = 0 (0)
VSARGS = 3 PSARGS = 0
/shaders-core/vfx/tools_selection_outline_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------------------------
Shader to draw the selection outline in hammer
Arguments in tools_selection_outline_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_selection_outline_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------------------
Shader to draw the selection outline in hammer
Arguments in tools_selection_outline_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_selection_overlay_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------------------------
Selection overlay
Arguments in tools_selection_overlay_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_NO_CULLING(-1) (0) (0)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
/shaders-core/vfx/tools_selection_overlay_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------------------
Selection overlay
Arguments in tools_selection_overlay_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_NO_CULLING(-1) (0) (0)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
/shaders-core/vfx/tools_selection_stencil_copy_pcgl_30_features.vcs + vs, ps files
----------------------------------------------------------------------------------
Shader used to write solid colors based on stencil results
Arguments in tools_selection_stencil_copy_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_selection_stencil_copy_pcgl_40_features.vcs + vs, ps files
----------------------------------------------------------------------------------
Shader used to write solid colors based on stencil results
Arguments in tools_selection_stencil_copy_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/tools_solid_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------------
Solid/stripes/checkerboard for tools
Arguments in tools_solid_pcgl_30_features.vcs header (5)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_PHONG(-1) (1) S_PHONG(1)
F_UNLIT(-1) (2) S_UNLIT(2)
F_TRANSLUCENT(-1) (3) S_TRANSLUCENT(3)
F_NO_ZTEST(-1) (4) S_NO_ZTEST(4)
F_NO_CULLING(-1) (5) S_NO_CULLING(5)
MaxZ-digits = 3 (101) MaxZ-digits = 9 (111111100)
VSARGS = 3 PSARGS = 9
/shaders-core/vfx/tools_solid_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------
Solid/stripes/checkerboard for tools
Arguments in tools_solid_pcgl_40_features.vcs header (5)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_PHONG(-1) (1) S_PHONG(1)
F_UNLIT(-1) (2) S_UNLIT(2)
F_TRANSLUCENT(-1) (3) S_TRANSLUCENT(3)
F_NO_ZTEST(-1) (4) S_NO_ZTEST(4)
F_NO_CULLING(-1) (5) S_NO_CULLING(5)
MaxZ-digits = 3 (101) MaxZ-digits = 9 (111111100)
VSARGS = 3 PSARGS = 9
/shaders-core/vfx/tools_sprite_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------------
Point rendering for tools
Arguments in tools_sprite_pcgl_30_features.vcs header (3)
Default
Depth S_MODE_DEPTH
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
F_TEXTURED(-1) (0) S_TEXTURED(0)
F_ALPHA_TEST(-1) (1) S_ALPHA_TEST(1)
F_TRANSLUCENT(-1) (2) S_TRANSLUCENT(2)
F_PER_POINT_SIZE(-1) S_PER_POINT_SIZE(3) (3)
F_WORLD_SPACE_SIZE(-1) S_WORLD_SPACE_SIZE(4) (4)
F_CULL_LARGER_THAN_BOX(-1) S_CULL_LARGER_THAN_BOX(5) (5)
MaxZ-digits = 4 (1011) MaxZ-digits = 5 (10111)
VSARGS = 4 PSARGS = 4
/shaders-core/vfx/tools_sprite_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------
Point rendering for tools
Arguments in tools_sprite_pcgl_40_features.vcs header (3)
Default
Depth S_MODE_DEPTH
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
F_TEXTURED(-1) (0) S_TEXTURED(0)
F_ALPHA_TEST(-1) (1) S_ALPHA_TEST(1)
F_TRANSLUCENT(-1) (2) S_TRANSLUCENT(2)
F_PER_POINT_SIZE(-1) S_PER_POINT_SIZE(3) (3)
F_WORLD_SPACE_SIZE(-1) S_WORLD_SPACE_SIZE(4) (4)
F_CULL_LARGER_THAN_BOX(-1) S_CULL_LARGER_THAN_BOX(5) (5)
MaxZ-digits = 2 (11) MaxZ-digits = 5 (10111)
VSARGS = 4 PSARGS = 4
/shaders-core/vfx/tools_textured_unlit_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------------------------
Unlit Textured
Arguments in tools_textured_unlit_pcgl_30_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
/shaders-core/vfx/tools_textured_unlit_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------------------------
Unlit Textured
Arguments in tools_textured_unlit_pcgl_40_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
/shaders-core/vfx/tools_visualize_collision_mesh_pcgl_30_features.vcs + vs, ps files
------------------------------------------------------------------------------------
Debug shader to visualize collision meshes
Arguments in tools_visualize_collision_mesh_pcgl_30_features.vcs header (4)
Default
VrForward
Depth
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_WIREFRAME(-1) S_WIREFRAME(1) S_WIREFRAME(1)
MaxZ-digits = 2 (11) MaxZ-digits = 2 (11)
VSARGS = 2 PSARGS = 2
/shaders-core/vfx/tools_visualize_collision_mesh_pcgl_40_features.vcs + vs, ps files
------------------------------------------------------------------------------------
Debug shader to visualize collision meshes
Arguments in tools_visualize_collision_mesh_pcgl_40_features.vcs header (4)
Default
VrForward
Depth
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_WIREFRAME(-1) S_WIREFRAME(1) S_WIREFRAME(1)
MaxZ-digits = 2 (11) MaxZ-digits = 2 (11)
VSARGS = 2 PSARGS = 2
/shaders-core/vfx/tools_visualize_tangent_frame_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------------------------
Debug shader that render normals or tangent space as lines
Arguments in tools_visualize_tangent_frame_pcgl_40_features.vcs header (2)
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsUtil S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1)
S_MODE_TOOLS_WIREFRAME(-1)
F_SHOW_TANGENTS(-1) S_SHOW_TANGENTS(0) (0)
F_SHOW_BENT_NORMALS(-1) S_SHOW_BENT_NORMALS(1) (1)
MaxZ-digits = 5 (11101) MaxZ-digits = 0 (0)
VSARGS = 5 PSARGS = 0
/shaders-core/vfx/tools_wireframe_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------------------
Wireframe for tools
Arguments in tools_wireframe_pcgl_30_features.vcs header (5)
Default
Depth S_MODE_DEPTH
ToolsUtil
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MOBILE(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
F_WIREFRAME(-1) (2) (2)
F_NO_ZTEST(-1) (3) S_NO_ZTEST(3)
F_NO_CULLING(-1) (4) (4)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1110)
VSARGS = 3 PSARGS = 4
/shaders-core/vfx/tools_wireframe_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------------
Wireframe for tools
Arguments in tools_wireframe_pcgl_40_features.vcs header (5)
Default
Depth S_MODE_DEPTH
ToolsUtil
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MOBILE(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
F_WIREFRAME(-1) (2) (2)
F_NO_ZTEST(-1) (3) S_NO_ZTEST(3)
F_NO_CULLING(-1) (4) (4)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1110)
VSARGS = 3 PSARGS = 4
/shaders-core/vfx/ui_pcgl_30_features.vcs + vs, ps files
--------------------------------------------------------
Used to draw UI elements
Arguments in ui_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_STENCIL_MASKING(-1) (0) S_STENCIL_MASKING(0)
F_ALPHA_TEXTURE(-1) (1) S_ALPHA_TEXTURE(1)
F_ADDITIVE(-1) (2) (2)
F_ALPHA_ONLY(-1) (3) S_ALPHA_ONLY(3)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (111)
VSARGS = 0 PSARGS = 3
/shaders-core/vfx/ui_pcgl_40_features.vcs + vs, ps files
--------------------------------------------------------
Used to draw UI elements
Arguments in ui_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_STENCIL_MASKING(-1) (0) S_STENCIL_MASKING(0)
F_ALPHA_TEXTURE(-1) (1) S_ALPHA_TEXTURE(1)
F_ADDITIVE(-1) (2) (2)
F_ALPHA_ONLY(-1) (3) S_ALPHA_ONLY(3)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (111)
VSARGS = 0 PSARGS = 3
/shaders-core/vfx/ui_texture_on_model_pcgl_30_features.vcs + vs, ps files
-------------------------------------------------------------------------
Tools Generic
Arguments in ui_texture_on_model_pcgl_30_features.vcs header (2)
ToolsUtil
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_DISABLE_DEPTH_TEST(-1) (2) (2)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
/shaders-core/vfx/ui_texture_on_model_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------------
Tools Generic
Arguments in ui_texture_on_model_pcgl_40_features.vcs header (2)
ToolsUtil
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_DISABLE_DEPTH_TEST(-1) (2) (2)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
/shaders-core/vfx/unlit_pcgl_30_features.vcs + vs, ps files
-----------------------------------------------------------
Used to draw UI elements
Arguments in unlit_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ASPECT_FILL_FROM_CENTER(-1) (0) S_ASPECT_FILL_FROM_CENTER(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/unlit_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------
Used to draw UI elements
Arguments in unlit_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ASPECT_FILL_FROM_CENTER(-1) (0) S_ASPECT_FILL_FROM_CENTER(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
/shaders-core/vfx/visualize_cloth_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_cloth_pcgl_40_features.vcs header (12)
Default
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
VrForward S_VERY_SIMPLE_LIGHTING
DotaForward S_VERY_SIMPLE_LIGHTING
CsgoForward S_VERY_SIMPLE_LIGHTING
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsVis S_VERY_SIMPLE_LIGHTING
ToolsUtil S_VERY_SIMPLE_LIGHTING
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1)
S_VERY_SIMPLE_LIGHTING(-1)
F_VERTEX_COLORS(-1) S_VERTEX_COLORS(0) (0)
F_DISABLE_DEPTHTEST(-1) (1) S_DISABLE_DEPTHTEST(1)
F_TRIANGLE_EDGES(-1) (2) S_TRIANGLE_EDGES(2)
F_WIREFRAME(-1) (3) S_WIREFRAME(3)
F_TRANSLUCENT(-1) (4) (4)
MaxZ-digits = 2 (11) MaxZ-digits = 9 (111010000)
VSARGS = 2 PSARGS = 10
/shaders-core/vfx/visualize_depth_pcgl_30_features.vcs + vs, ps files
---------------------------------------------------------------------
Expensive shader to visualize a depth texture
Arguments in visualize_depth_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/visualize_depth_pcgl_40_features.vcs + vs, ps files
---------------------------------------------------------------------
Expensive shader to visualize a depth texture
Arguments in visualize_depth_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
/shaders-core/vfx/visualize_nav_pcgl_40_features.vcs + vs, ps files
-------------------------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_nav_pcgl_40_features.vcs header (8)
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
Forward
DotaForward S_MODE_FORWARD
CsgoForward S_MODE_FORWARD
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1)
F_VERTEX_COLORS(-1) S_VERTEX_COLORS(0) (0)
F_TRIANGLE_EDGES(-1) (1) S_TRIANGLE_EDGES(1)
F_WIREFRAME(-1) (2) S_WIREFRAME(2)
F_TRANSLUCENT(-1) (3) (3)
MaxZ-digits = 3 (111) MaxZ-digits = 8 (10100001)
VSARGS = 3 PSARGS = 9
/shaders-core/vfx/visualize_physics_pcgl_40_features.vcs + vs, ps files
-----------------------------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_physics_pcgl_40_features.vcs header (11)
Default
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
VrForward S_VERY_SIMPLE_LIGHTING
CsgoForward S_VERY_SIMPLE_LIGHTING
DotaForward S_VERY_SIMPLE_LIGHTING
Forward S_VERY_SIMPLE_LIGHTING
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsVis S_VERY_SIMPLE_LIGHTING
FEATURES-FILE VS-FILE