Shader Editor - Item Properties


Description Extra Extra Description
Type Shader type basic (simple) A basic shader, with a wide range of features. Supports transformation, different types of blending, adjusting the effect of lighting on it and Z-buffering. Used for most effects, such as glow
EDITOR: selection Designed to display object selection in the SDK
EDITOR: wire Wireframe shader in SDK
INTERNAL: blur Blur effect
INTERNAL: gray-scale effect Discoloration effect
INTERNAL: shadow projecting General shadow projection
LEVEL: detail objects Designed for Detail Objects. Supports alpha channel dissolution
LEVEL: diffuse*base.aref A shader designed to apply vertex lighting to geometry to which alpha channel textures are assigned
LEVEL: diffuse*base A shader designed to apply vertex lighting to the geometry that will use it
LEVEL: implicit**detail Allows to apply several types of detail map to the main texture, supports mask technology
LEVEL: lmap*base.aref A shader designed to apply lightmap lighting to geometry to which alpha channel textures are assigned
LEVEL: lmap*base (default) Default Lightmap shader type. This shader type is used in most of the geometry in the game. It can use tessellation
LEVEL: lmap*(env^base) Lightmap type of shader with a feature set such as Environment map and Alpha-Blend
LEVEL: (lmap+env*const)*base A type of shader with a wide range of functions. Through it you can transform ID0 textures, assign Environment map to them and customize them, with changing RGBA constants
LEVEL: trees/bushes A type of shader for flora and LOD. Supports alpha channel
MODEL: Default Default shader for Dynamic Object. Supports alpha channel and tessellation
MODEL: env^base Similar to LEVEL: lmap*(env^base), only for Dynamic Objects
particles Practically identical to basic (simple), except that it does not support a certain set of functions that are needed only for Static Object
Owner Owner name - -
General Priority Priority for strict sorting
Strict sorting Enables a mode that renders objects in a strictly defined order, usually to correctly render transparent or translucent surfaces