Shader Editor


Used to create/edit shaders


Interface

se centered

Tools

ButtonDescription
FileSave
Reload
CreateCreate New Shader
RemoveRemove Selected Shaders
CloneClone Selected Shaders

Engine Shader Parametres

Shader List Here

se-es centered

Shader Types

NameDescription
<none>
EDITOR: selectionDesigned to display object selection in the SDK
EDITOR: wireWireframe shader
INTERNAL: blurBlur effect (dx8)
INTERNAL: gray-scale effectDiscoloration effect (dx8)
INTERNAL: lighting projectingLightening effect (dx8)
INTERNAL: shadow projectingGeneral shadow projection (dx8)
LEVEL: (lmap+env*const)*baseA 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LEVEL: ImplicitDesigned to apply illuminance information to model geometry from light sources such as the sun (Outdated)
LEVEL: Implicit**detailDesigned to replace the outdated LEVEL: implicit. Allows to apply several types of detail map to the main texture, supports mask technology
LEVEL: detail objectsDesigned for detailed objects like grass. Supports alpha channel dissolution
LEVEL: diffuse*baseA shader designed to apply vertex lighting to the geometry that will use it
LEVEL: diffuse*base.arefA shader designed to apply vertex lighting to geometry to which alpha channel textures are assigned
LEVEL: lmap*(env^base)Lightmap type of shader with a feature set such as Environment map and Alpha-Blend
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*base.arefA shader designed to apply lightmap lighting to geometry to which alpha channel textures are assigned
LEVEL: trees/bushesA type of shader for flora and LOD. Supports alpha channel dissolution
MODEL: DefaultDefault shader for dynamic geometry. Supports alpha channel and tessellation
MODEL: env^baseSimilar to LEVEL: lmap*(env^base), only for dynamic objects
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
particlesPractically identical to basic (simple), except that it does not support a certain set of functions that are needed only for static geometry

Owner

Your PC Name

Name

Shader Name

General

Priority

?

Strict sorting

?

Base Texture

Name

base texture for test shader?

Transform

?


Compiler Shader Parametres

Compiler Shader List Here

se-cs centered

Name

Shader Name

Translucency

Translucency of object with this shader

Ambient

LM density

Flags

Collision

Enable Collision for object with this shader

Rendering

An object with this shader will not render in the game world

OptimizeUV

?

Vertex Light

?

Cast Shadow

Enable shadow casting for object with this shader


Material Parametres

se-m centered

Name

Material Name

Desc

Material Description

Flags

Dynamic

whether the object is dynamic or not

Passable

passable material (no physical collision)

Bounceable

Enabling bounce from this material

Skidmark

whether it is possible to leave marks on this material

Bloodmark

can the material be splattered with blood

Climable

whether it is possible to climb the material

Liquid

Is the material a liquid?

Suppress Shadows

do not draw shadows on this material

Supress Wallmarks

not to draw marks on this material

Actor Obstacle

An actor's ability to collide with the material?

Bullet No Ricoshet

Will the bullet ricochet off the material

Physics

Friction

friction coefficient

Damping

softness coefficient of the material (collision energy loss)

Spring

material stiffness coefficient (spring stiffness)

Bounce start vel

initial velocity at which the bounce starts to work

Bouncing

bounce coefficient

Factors

Bounce Damage

the damage that is inflicted by bouncing?

Injurius

radiation exposure by contact

Shooting (1-went through)

material penetrability

Shooting MP (1-went through)

material penetrability in Multiplayer?

Transparency (1-full transp)

material transparency for AI

Sound occlusion (1-full hear)

attenuation factor

Flotation (1-full passable)

deceleration coefficient when passing through this material

Density Factor

how many m/s the bullet slows down when passing 1 m of material


Material Pair

Material List Here

se-mp centered

Command

?

Parent

?

Breaking Sounds

Breaking Sounds

Step Sounds

Step Sounds

Collide Sounds

Collide Sounds

Collide Particles

Collide Particles

Collide Marks

Collide Marks


Sound Env

se-se centered

Name

Sound Environment Name

Environment

Set

Reset - Resets parameters Identity - Sets the parameters to the parameters from Identity

Preset

PresetsDescription
AlleyAlley
ArenaArena
AuditoriumAuditorium
BathroomBathroom (most likely a tiled room)
Carpet HallwayCorridor (hallway) with carpeting (likely to affect the sound of footsteps?)
CaveCave
CityCity
Concert HallConcert Hall
DizzyDizzy
DruggedDrugged
ForestForest
GenericGeneric
HallwayHallway
HangarHangar
LivingroomLivingroom
MountainsMountains
Padded CellPadded Cell
ParkinglotParkinglot
PlainPlain
Psychotic?
QuarryQuarry
RoomRoom
Sewer PipeSewer Pipe
Stone CorridorStone Corridor
Stone RoomStone Room
Under WaterUnder Water

Size

This setting sets the perceived size of the audio environment. The larger the number, the larger and wider the environmental space will "sound"

Diffusion

Controls the master density of audio reflections and reverbrations, i.e. how thick the reverb and echo effects will be

Room

Room

This controls the initial volume level and amount of reverb and echo effects; "0" equates to full effects, while "-10000" equates to no effects

RoomHF

Sets the high frequency attenuation via a low-pass filter for Room setting and audio reflection; "0" equates to no low-pass filter, while "-10000" equates to no sound refelected

Distance Effects

RoomRolloffFactor

This setting attenuates reflected sound based on how far from the audio source the player is; the higher the value, the more a sound will decay the greater the player's distance from the source of the audio

AirAbsorptionHF

This setting attenuates high frequencies based on the distance between the player and the audio source, but simulates a denser environment. The higher the value, the less absorbent the environement is (e.g. a low value would mimic thick fog, a high value would mimic a dry desert or tundra)

Reflections

Reflections

This sets the amount of initial echoes dependant upon the Room setting. "1000" equates to maximum initial reflections, while "-10000" equates to no initial reflections

ReflectionsDelay

Sets the amount of time (in milliseconds) from the initial perception of the audio source, to the first percieved echo. The higher the value, the longer the amount of time between first hearing a sound, and hearing any echoes of that sound

Reverb

Reverb

This setting controls the amount of late reverbrations dependant upon the Room setting. "2000" equates to maxmium late reverbrations, while "-10000" equates to no late reverbrations

ReverbDelay

This sets the length of time (in milliseconds) from the initial perception of audio reflections, to the first percieved reverbration. The higher the value, the longer the amount of time between the first echo and it's resounding reverbration

Decay

DecayTime

Controls the decay time of the audio reverbration; how quickly the reverbration fades away. The smaller the value, the quicker reverbrations fade out, and the smaller the percieved room size is; the higher the value, the longer it takes for reverbrations to fade out

DecayHFRatio

Sets the ratio of high frequency reverbration decay relative to actual reverbration decay time. The higher the value, the brighter the high frequency reverbration decay; the lower the value, the more dull the high frequency reverbration