Shaders
From GameStudio Wiki
Here you can find shaders and information on how to use them, for other uses see Shader (disambiguation).
Contents |
Introduction
- List of GPUs that support shaders
- does your 3D card support shaders? Here's a list of various gpus and their supported vertex and pixel shader version.
- Shader hints
- some general purpose code for using fog, sun light, and dynamic lights in HLSL shaders
- Mirror shaders
- some hints for using the Render-To-Texture feature (view.bmap) to create realtime reflections.
Tutorials
Here you can find tutorials on how to use shaders and how to adapt them for your purposes.
- 3DGS Specific
- Noobs start here
- How to apply a shader to a model
- Intro to shader programming
- the definitive, contest-winning shader tutorial
- HLSL Basics
- Introduction to HLSL shader programming
- SimplePixelShaderTutorial
- little introduction into Pixelshader (with screenshots and projects)
- SimpleFixedFunctionTutorial
- little introduction into Fixedfunction (with screenshots and projects)
- SimpleHLSLShaderTutorial
- little introduction into HLSL (with screenshots and projects)
- AdvancedFixedFunctionTutorial
- Part 1 shifting/scaling on level geometry (with screenshots and projects)
- ColorOp
- Overview of the operations that can be used with PS and FF (not complete)
- Others
- Introduction to the DirectX® 9 High Level Shading Language
- A good introduction into HLSL Shaderprogramming
- DirectX using C# and HLSL
- An other introduction into HLSL with a great description of shadowmapping
- HLSL Introduction
- And an other introduction into HLSL with some nice code snippets
- Facewound HLSL PostProcessing Pixel Shader Tutorial
- 'The' introduction into Postprocessing it also helps a lot for the understanding of Pixelshaders
- Real-Time Cartoon Rendering with Direct-X 8.0 Hardware
- Outdated but a still very good explanation of Cartoonshading
Shader list
This is just a selected list of user created shadereffects. They are mostly for special purposes; for normal shader effects you can use Gamestudio's integrated shader library. The following universal shaders are already integrated in Gamestudio: terrain multitexturing, cartoon shading, environment mapping, gooch, normalmapping, bump mapping, blinn mapping, phong mapping, parallax mapping, occlusion mapping, wind animation, glass, chrome, mirror, water, blur, bloom, dilate, displacements, erode, bleach, sepia, emboss, posterize, lens.
DX9 Modelrendering
| HLSL Terrain Multitexturing v.s. 1.1 / p.s. 1.3 + 1.1 |
| Fur Shader New v.s 1.1 / p.s 1.4 |
| Yet Another Fur Shader v.s. 1.1 /p.s. 1.4 |
| Hatching Shader v.s. 1.1 / p.s. 1.1 |
| Blur_shader v.s. 1.1 / p.s. 2.0 |
| Toon Multitexturing v.s. 1.1 / p.s. 2.0 |
| Simple Toon Shader New v.s. 1.0 |
| Simple Toon Shading v.s. 1.1 / p.s. 1.3 |
| Old Normalmapping Shader v.s. 2.0 / p.s. 2.0 (Just 2 Lights) |
| Normalmapping Shader v.s. 2.0 / p.s. 2.0 |
| Normalmapping Shader With full specmap support Use this shader if you need full specmap support or if you are using blender to bake your normals |
| Waving Grass 1 hlsl, v.s. 1.1 / p.s. 1.1 |
| Waving Grass 2 asm, v.s. 1.1 / p.s. 1.3 |
| Planet shader v.s. 2.0 / p.s. 2.0 |
| Earth glas shader v.s. 2.0 / p.s. 2.0 |
| Crystal shader v.s. 3.0 / p.s. 3.0 |
| GPU ray tracing v.s. 3.0 / p.s. 3.0 | - | - |
DX9 Postprocessing
| Bloom p.s. 3.0 + fallback to 2.0 |
| Brighten p.s. 2.0 |
| Colorintensity p.s. 2.0 |
| Negative p.s. 2.0 |
| Monochrome p.s. 2.0 |
| Black and White p.s. 2.0 |
| Emboss p.s. 2.0 |
| Dream p.s. 2.0 |
| Simple Blur p.s. 2.0 |
| Complex Blur p.s. 2.0 |
| Depth of Field p.s. 3.0 + fallback to 2.0 |
| Sobel Edge p.s. 2.0 |
| Sharpen p.s. 2.0 |
| Pulsating p.s. 2.0 |
| Frost p.s. 2.0 |
| Waves p.s. 2.0 |
| Shake p.s. 2.0 |
| Raindrops p.s. 2.0 |
| Scratched Film p.s. 2.0 |
| Sepia p.s. 2.0 |
| Security Cam p.s. 2.0 |
| Oldscool p.s. 2.0 |
| Toonshading p.s. 2.0 |
| Toonshading with Outline p.s. 2.0 |
| Lightwave p.s. 2.0 | SSAO p.s. 3.0 |
DX8 Modelrendering
'Note: Some DX8 effects need small corrections in order to run with DirectX9! Vertex shaders need a different vertex stream declaration (see update63.txt), some () have to be changed to {}, oFog.x has to be changed to oFog, some fixed function keywords are case sensitive now,... the error messages are more precise now so it should be quite easy to figure out whats wrong.'
| Terrain Multitexturing v.s. 1.1 / p.s. 1.3 + 1.1 |
| Fur Shader Old v.s. 1.1 / p.s. 1.1 |
| Waving Grass v.s. 1.1 / p.s. 1.3 |
| Glowing Edges Shader v.s. 1.1 / p.s. 1.1 (for old A6 versions) |
| Glow Shader With Alpha Support same shader type as above, with alpha | Updated Bubble Shader v.s. 1.1 /p.s. 1.4 | |
| Complex glass vs11ps20 | Simple glass vs11ps11 | ||
| Simple Water vs11ps11 |
| Texture projector |
Fixed function effects (are working with all 3DGS Editions)
| ImprovedOverlay (alpha-test material) |
| UV shifting + alpha clamp |
| Cubic Enviroment Shading Shader | LuminosityMapping | ||
| Detailmapping for Levelgeometrie |
| Detailmapping for Models |
| Detailmapping with Cubemapreflections | CubicEnvironmentMappingOnLevelGeometry | |
| DOT3 BumpMapping |
| Reflecting Water |
| Terrain MultiTex Blends 3 textures and a shadowmap. |
| Terrain MultiTex 2 Blends 5 textures. |
| ProjectionTexture | - | - |
Links
- Internal (this wiki)
- Cubemap Rendering Script - how to render a cube map from within the engine
- External
- NVIDIA Shader Library
- ATI shader examples


















































