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#PixelShaders | |
Normal /*diffuse color modulate, alpha replicate*/\ | |
#[normal map] | |
NormalDXTA /*diffuse color modulate, alpha replicate, DXT alpha correction*/\ | |
NormalMap /*normal map shader*/\ | |
1: Normal Map | |
2: -- | |
3: Irradiance (RGBA) (Shaders with irradiance maps are obsolete!) | |
//[normal map, specular map(diff,spec,power)] | |
NormalMapThrough /*normal map shader - through lighting*/\ | |
1: normal | |
2: Diffuse Attenuation (Only alpha channel is used. greyscale map?) | |
3: Ambient Attenuation (RGBA) | |
NormalMapGrass /*normal map shader - through lighting*/\ | |
1: normal | |
NormalMapDiffuse /**/\ | |
1: Normal | |
2: detail | |
Detail /*detail texturing*/\ | |
1: Detail | |
Interpolation /**/\ | |
1: Diffuse1 | |
2: Diffuse2 | |
15: Thermal map | |
Interpolated by alpha channel of ambient color map. | |
Alpha is forced to `1` | |
Water /*sea water*/\ | |
2: Foam | |
WaterSimple /*small water*/\ | |
1: Normal Map | |
2: Foam | |
3: fresnelSpecular (Specular RGB, Fresnel or alpha A) | |
White /**/\ | |
1,1,1,1 RGBA | |
WhiteAlpha /**/\ | |
Alpha from Ambient color. RGB is ignored | |
AlphaShadow /*shadow alpha write*/\ | |
-> Road2Pass | |
AlphaNoShadow /*shadow alpha (no shadow write*/\ | |
-> Road2Pass | |
Dummy0 /**/\ | |
Not implemented -> Empty | |
DetailMacroAS /*detail with ambient shadow texture*/\ | |
1: DetailMap | |
2: Macro Map | |
3: Shadow Map | |
NormalMapMacroAS /*normal map with ambient shadow texture*/\ | |
1: Normal Map | |
2: Macro Map | |
3: Irradiance (Shaders with irradiance maps are obsolete!) | |
NormalMapDiffuseMacroAS /*diffuse normal map with ambient shadow texture*/\ | |
1: Normal | |
2: Detail | |
3: Macro | |
4: Shadow | |
NormalMapSpecularMap /*normal map with specular map*/\ | |
1: Normal | |
2: Specular | |
//[normal map, detail map, specular map] | |
NormalMapDetailSpecularMap /*normal map with detail and specular map*/\ | |
1: Normal | |
2: Detail | |
3: Specular | |
NormalMapMacroASSpecularMap /*normal map with ambient shadow and specular map*/\ | |
1: Normal | |
2: Macro | |
3: Shadow | |
4: Specular | |
NormalMapDetailMacroASSpecularMap /*normal map with detail and ambient shadow and specular map*/\ | |
1: Normal Map | |
2: Detail Map | |
3: Macro Map | |
4: ShadowMap | |
5: Specular Map | |
NormalMapSpecularDIMap /*normal map with specular map, diffuse is inverse of specular*/\ | |
-> NormalMapSpecularMap | |
14: Thermal | |
15: Temperature Tc table | |
NormalMapDetailSpecularDIMap /*normal map with detail and specular map, diffuse is inverse of specular*/\ | |
-> NormalMapDetailSpecularMap | |
NormalMapMacroASSpecularDIMap /*normal map with ambient shadow and specular map, diffuse is inverse of specular*/\ | |
-> NormalMapDetailMacroASSpecularMap | |
NormalMapDetailMacroASSpecularDIMap /*normal map with detail and ambient shadow and specular map, diffuse is inverse of specular*/\ | |
->NormalMapDetailMacroASSpecularMap | |
Terrain1 /*terrain - X layers*/\ | |
Terrain2 /*terrain - X layers*/\ | |
Terrain3 /*terrain - X layers*/\ | |
Terrain4 /*terrain - X layers*/\ | |
Terrain5 /*terrain - X layers*/\ | |
Terrain6 /*terrain - X layers*/\ | |
Terrain7 /*terrain - X layers*/\ | |
Terrain8 /*terrain - X layers*/\ | |
Terrain9 /*terrain - X layers*/\ | |
Terrain10 /*terrain - X layers*/\ | |
Terrain11 /*terrain - X layers*/\ | |
Terrain12 /*terrain - X layers*/\ | |
Terrain13 /*terrain - X layers*/\ | |
Terrain14 /*terrain - X layers*/\ | |
Terrain15 /*terrain - X layers*/\ | |
TerrainSimple1 /*terrainSimple - X layers*/\ | |
TerrainSimple2 /*terrainSimple - X layers*/\ | |
TerrainSimple3 /*terrainSimple - X layers*/\ | |
TerrainSimple4 /*terrainSimple - X layers*/\ | |
TerrainSimple5 /*terrainSimple - X layers*/\ | |
TerrainSimple6 /*terrainSimple - X layers*/\ | |
TerrainSimple7 /*terrainSimple - X layers*/\ | |
TerrainSimple8 /*terrainSimple - X layers*/\ | |
TerrainSimple9 /*terrainSimple - X layers*/\ | |
TerrainSimple10 /*terrainSimple - X layers*/\ | |
TerrainSimple11 /*terrainSimple - X layers*/\ | |
TerrainSimple12 /*terrainSimple - X layers*/\ | |
TerrainSimple13 /*terrainSimple - X layers*/\ | |
TerrainSimple14 /*terrainSimple - X layers*/\ | |
TerrainSimple15 /*terrainSimple - X layers*/\ | |
Glass /*glass shader with environmental map*/\ | |
1: Normal | |
2: env color | |
NonTL /*very simple 2D pixel shader*/\ | |
None only ambient color | |
NormalMapSpecularThrough /*normal map shader - through with specular lighting*/\ | |
1: Normal Map | |
2: Diffuse Attenuation (Only alpha. Grayscale) | |
3: Ambient Attenuation (RGBA) | |
Grass /*grass shader - alpha discretized*/\ | |
None. ARGB ambient color | |
NormalMapThroughSimple /*simple version of NormalMapThrough shader*/\ | |
1: Normal Map | |
NormalMapSpecularThroughSimple /*simple version of NormalMapSpecularThrough shader*/\ | |
-> NormalMapThroughSimple | |
Road /*road shader*/\ | |
1: Normal | |
2: Detail | |
3: Specular | |
Shore /*shore shader*/\ | |
2: Foam (greyscale?) | |
ShoreWet /*shore shader for the wet part*/\ | |
Road2Pass /*road shader - second pass*/\ | |
None. Only diffuse input | |
ShoreFoam /*shore shader for the foam on the top of the shore*/\ | |
2: Foam (like in `Shore`) | |
NonTLFlare /*shader to be used for flares*/\ | |
12: brightness greyscale | |
13: one pixel color map, multiplied by aperture | |
14: aperture greyscale | |
NormalMapThroughLowEnd /*substitute shader for NormalMapThrough shaders for low-end settings*/\ | |
Not implemented | |
TerrainGrass1 /*terrain grass - X layers*/\ | |
TerrainGrass2 /*terrain grass - X layers*/\ | |
TerrainGrass3 /*terrain grass - X layers*/\ | |
TerrainGrass4 /*terrain grass - X layers*/\ | |
TerrainGrass5 /*terrain grass - X layers*/\ | |
TerrainGrass6 /*terrain grass - X layers*/\ | |
TerrainGrass7 /*terrain grass - X layers*/\ | |
TerrainGrass8 /*terrain grass - X layers*/\ | |
TerrainGrass9 /*terrain grass - X layers*/\ | |
TerrainGrass10 /*terrain grass - X layers*/\ | |
TerrainGrass11 /*terrain grass - X layers*/\ | |
TerrainGrass12 /*terrain grass - X layers*/\ | |
TerrainGrass13 /*terrain grass - X layers*/\ | |
TerrainGrass14 /*terrain grass - X layers*/\ | |
TerrainGrass15 /*terrain grass - X layers*/\ | |
Crater1 /*Crater rendering - X craters*/\ | |
None. Only diffuse. Same for all Craters | |
Crater2 /*Crater rendering - X craters*/\ | |
Crater3 /*Crater rendering - X craters*/\ | |
Crater4 /*Crater rendering - X craters*/\ | |
Crater5 /*Crater rendering - X craters*/\ | |
Crater6 /*Crater rendering - X craters*/\ | |
Crater7 /*Crater rendering - X craters*/\ | |
Crater8 /*Crater rendering - X craters*/\ | |
Crater9 /*Crater rendering - X craters*/\ | |
Crater10 /*Crater rendering - X craters*/\ | |
Crater11 /*Crater rendering - X craters*/\ | |
Crater12 /*Crater rendering - X craters*/\ | |
Crater13 /*Crater rendering - X craters*/\ | |
Crater14 /*Crater rendering - X craters*/\ | |
Sprite /*Shader used for sprite rendering - it uses SoftParticle approach*/\ | |
1: depth buffer thingy? greyscale map | |
SpriteSimple /*Shader used for sprite rendering - no SoftParticle approach*/\ | |
None | |
Cloud /*Shader used for clouds*/\ | |
None. Diffuse only | |
Horizon /*Shader used for the horizon*/\ | |
0: Diffuse1 | |
1: Diffuse2 | |
15: Thermal | |
Interpolated by AmbientColor A and multiplied with AmbientColor RGB. Using the Alpha output from the Diffuse maps | |
Super /*Super shader*/\ | |
1: normal | |
2: detailMap | |
3: MacroMap | |
4: ambientShadow | |
5: specular | |
6: fresnel | |
7: env | |
Multi /*Multi shader*/\ | |
1: color2 mask R(color 1 is diffuse map) | |
2: color3 mask G | |
3: color4 mask B | |
4: Mask | |
5: SMDI | |
6: SMDI mask R | |
7: SMDI mask G | |
8: SMDI mask B | |
9: Macro | |
10: Amibnet Shadow | |
11: Normal1 | |
12: Normal2 Mask R | |
13: normal3 Mask G | |
14: normal4 Mask B | |
TerrainX /*terrain - general number of layers*/\ | |
1: Sat and mask | |
2: Color Map | |
3: NormalMap //layer 1 | |
4: Detail Map | |
5: NormalMap //layer 2 | |
6: Detail Map | |
7: NormalMap //layer 3 | |
8: Detail Map | |
9: NormalMap //layer 4 | |
10: Detail Map | |
11: NormalMap //layer 5 | |
12: Detail Map | |
13: NormalMap //layer 6 | |
14: Detail Map | |
15: Satellite Normal Map | |
TerrainSimpleX /*terrainSimple - general number of layers*/\ | |
TerrainGrassX /*terrain grass - general number of layers*/\ | |
Tree /*Tree shader*/\ | |
1: Normal Map | |
2: Shadow Map | |
14: Thermal | |
15: Temperature Tc table | |
TreePRT /*Tree shader - very cheap shader with PRT*/\ | |
1: PRT Map | |
2: MacroMap | |
TreeSimple /*Tree shader - simpler version of Tree*/\ | |
-> Tree | |
Skin /*Human skin - derived from Super shader*/\ | |
1: Normal | |
2: Macro | |
3: Diffuse | |
4: Shadow Map | |
5: Specular | |
6: fresnel | |
7: env | |
14: Thermal | |
15: Temperature Tc table | |
CalmWater /*calm water surface*/\ | |
1: normal | |
2: normal | |
3: detail | |
4: foam | |
5: some texture. lerp between G and R based on focus | |
6: noise map (Only with SSSM shadows) | |
7: sky reflecton | |
10: refract texture | |
11: some depth thing. greyscale | |
TreeAToC /*tree with alpha to coverage*/\ | |
-> Tree | |
GrassAToC /*grass with alpha to coverage*/\ | |
-> Grass | |
TreeAdv /*advanced tree crown shader*/\ | |
TreeAdvSimple /*advanced tree crown shader*/\ | |
-> Tree | |
TreeAdvTrunk /*advanced tree shader*/\ | |
-> Tree | |
TreeAdvTrunkSimple /*advanced tree shader*/\ | |
-> Tree | |
TreeAdvAToC /*advanced tree crown shader*/\ | |
-> Tree | |
TreeAdvSimpleAToC /*advanced tree crown shader*/\ | |
-> Tree | |
TreeSN /*Tree shader width simple noise*/\ | |
-> Tree | |
SpriteExtTi /*Sprite used for vehicles covering*/\ | |
-> Sprite | |
TerrainSNX /*terrain - general number of layers + satellite normal map*/\ | |
1: Sat and mask | |
2: Color Map | |
3: NormalMap //layer 1 | |
4: Detail Map | |
5: NormalMap //layer 2 | |
6: Detail Map | |
7: NormalMap //layer 3 | |
8: Detail Map | |
9: NormalMap //layer 4 | |
10: Detail Map | |
11: NormalMap //layer 5 | |
12: Detail Map | |
15: Satellite Normal Map | |
InterpolationAlpha /**/\ | |
-> Interpolation but respecting alpha | |
VolCloud /*Shader used for volumetric cloud - it uses SoftParticle approach*/\ | |
1: depth greyscale | |
VolCloudSimple /*Shader used for volumetric cloud - no SoftParticle approach*/\ | |
None. Just ambient color. | |
UnderwaterOcclusion /*Shader used for underwater occlusion object*/\ | |
SimulWeatherClouds /** SimulWeather clouds */ \ | |
Might not be implemented. Either CPU or non CPU variant is implemented. | |
2: noise texture in BGRA | |
Cloud density in 2 3D LOD's | |
SimulWeatherCloudsWithLightning /** SimulWeather clouds with lightning */ \ | |
Might not be implemented. Either CPU or non CPU variant is implemented. | |
-> SimulWeatherClouds | |
SimulWeatherCloudsCPU /** SimulWeather clouds with CPU distance fading */ \ | |
Might not be implemented. Either CPU or non CPU variant is implemented. | |
-> SimulWeatherClouds | |
SimulWeatherCloudsWithLightningCPU /** SimulWeather clouds with lightning and CPU distance fading */ \ | |
Might not be implemented. Either CPU or non CPU variant is implemented. | |
->SimulWeatherClouds | |
SuperExt /* skyscraper & building, intended as super shader light version */\ | |
1: normal | |
2: detailMap | |
3: MacroMap | |
4: ambientShadow | |
5: specular | |
6: fresnel | |
7: env | |
8: emissive (using DiffuseMap UV) | |
14: Thermal | |
15: Temperature Tc table | |
SuperHair /* super shader for hair rendering*/\ | |
-> Super | |
SuperHairAtoC /* super shader for hair rendering, atoc version*/\ | |
-> Super | |
Caustics /* shader for caustics effect */\ | |
14: color (should probably be a gradient) | |
15: shadowMap (Only with SSSM shadows enabled) | |
Refract /* shader for refractions _ARMA3_REFRACTION */\ | |
1: Normal | |
2: specular | |
3: fresnel | |
4: Envmap | |
10: background texture | |
11: depth greyscale | |
SpriteRefract /* _ARMA3_REFRACTION_SPRITES - Shader used for sprite rendering with refraction - it uses SoftParticle approach*/\ | |
10: background tex | |
11: depth greyscale | |
SpriteRefractSimple /* _ARMA3_REFRACTION_SPRITES - Shader used for sprite rendering with refraction- no SoftParticle approach*/\ | |
->SpriteRefract | |
SuperAToC /* Super shader AToC variant */\ | |
-> Super | |
NonTLFlareNew /*shader to be used for flares, new HDR version*/\ | |
-> NonTLFlare | |
NonTLFlareLight /*shader to be used for flares from dynamic lights (not sun */\ | |
-> NonTL | |
TerrainNoDetailX /*terrainX without detail map*/\ | |
-> Terrain | |
TerrainNoDetailSNX /*terrainSNX without detail map*/\ | |
-> Terrain | |
TerrainSimpleSNX /*terrainSNX without parallax mapping*/\ | |
-> Terrain | |
NormalPiP /*shader for PiP screens*/\# | |
None. Ambient color only | |
NonTLFlareNewNoOcclusion /*same as NonTLFlareNew, but without occlusion test*/\ | |
None. Ambient color only | |
Empty /*empty shader, does not output anything (used only for depth output */\ | |
Point /*Shader used for point lights*/\ | |
None. Only ambient | |
TreeAdvTrans /*same as TreeAdv, but there is translucency map in alpha channel of MCA texture (instead of AO */\ | |
1: wrap Normal | |
2: wrap | |
TreeAdvTransAToC /*same as TreeAdv, but there is translucency map in alpha channel of MCA texture (instead of AO)*/\ | |
-> TreeAdvTrans | |
Collimator | |
LODDiag | |
DepthOnly | |
//Vertex Shaders | |
Basic /*no extra info*/\ | |
NormalMap /*normal map*/\ | |
NormalMapDiffuse /*normal map + detail map*/\ | |
Grass /**/\ | |
Dummy1 /**/\ | |
Dummy2 /**/\ | |
ShadowVolume /*shadow volumes*/\ | |
Water /*per-vertex water animation*/\ | |
WaterSimple /*per-vertex water animation (without foam */\ | |
Sprite /*particle effects*/\ | |
Point /*anti-aliased points*/\ | |
NormalMapThrough /*normal map - tree shader*/\ | |
Dummy3 /**/\ | |
Terrain /*one pass terrain, no alpha mask - based on VSNormalMapDiffuse*/\ | |
BasicAS /*ambient shadow*/\ | |
NormalMapAS /*normal map with ambient shadow*/\ | |
NormalMapDiffuseAS /*diffuse normal map with ambient shadow*/\ | |
Glass /*glass shader*/ \ | |
NormalMapSpecularThrough /*normal map with specular - tree shader*/\ | |
NormalMapThroughNoFade /*normal map - tree shader - without face fading*/\ | |
NormalMapSpecularThroughNoFade /*normal map with specular - tree shader - without face fading*/\ | |
Shore /*sea shore - similar to Terrain*/\ | |
TerrainGrass /*grass layer - similar to Terrain*/\ | |
Super /*Super shader - expensive shader containing all common features*/\ | |
Multi /*Multi shader - shader with multiple layers suitable for huge surfaces like houses*/\ | |
Tree /*Tree shader - cheap shader designed for trees and bushes*/\ | |
TreeNoFade /*Tree shader - cheap shader designed for trees and bushes - without face fading*/\ | |
TreePRT /*Tree shader - very cheap shader designed for trees and bushes*/\ | |
TreePRTNoFade /*Tree shader - very cheap shader designed for trees and bushes - without face fading*/\ | |
Skin /*Human skin - derived from Super shader*/\ | |
CalmWater /*calm water surface - special shader*/\ | |
TreeAdv /*advanced tree crown shader VSTreeAdv*/\ | |
TreeAdvTrunk /*advanced tree crown shader VSTreeAdvTrunk*/\ | |
VolCloud /*volumetric clouds*/\ | |
Road /*roads*/\ | |
UnderwaterOcclusion /*underwater occlusion object vertex shader*/\ | |
SimulWeatherClouds /*simul weather clouds*/\ | |
SimulWeatherCloudsCPU /*simul weather clouds with CPU distance fading*/\ | |
SpriteOnSurface /*sprite on surface*/\ | |
TreeAdvModNormals /*advanced tree crown shader with modified vertex normals*/\ | |
Refract /*vertex shader for refractions - _ARMA3_REFRACTION*/\ | |
SimulWeatherCloudsGS /*simul weather clouds with geom shader*/\ | |
BasicFade /*basic with face fading (based on the angle with camera direction */\ | |
Star /*Similar to Point but only for drawing stars */\ | |
TreeAdvNoFade /*advanced tree crown shader - no face fading*/\ | |
//UV sources | |
None | |
Tex | |
TexWaterAnim | |
Pos | |
Norm | |
Tex1 | |
WorldPos | |
WorldNorm | |
TexShoreAnim | |
TexCollimator | |
TexCollimatorInv | |
//Renderflag | |
AlwaysInShadow | |
NoZWrite | |
LandShadow | |
Dummy0 | |
NoColorWrite | |
NoAlphaWrite | |
AddBlend | |
AlphaTest32 | |
AlphaTest64 | |
AlphaTest128 | |
Road | |
NoTiWrite | |
NoReceiveShadow | |
NoLODBlend |
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