Shader List

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    10-Apr-2016
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Shader list for Crysis game

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  • FixedPipelineEmu@FPVS()()(1)(0)(0)(vs_4_0)FixedPipelineEmu@FPPS()()(1)(0)(0)(ps_4_0)FixedPipelineEmu@FPVS()()(1)(0)(0)(vs_4_0)FixedPipelineEmu@FPPS()()(1)(0)(0)(ps_4_0)ParticlesNoMat@ParticleGS()(%_RT_HDR_MODE|%_RT_SKYLIGHT_BASED_FOG)(1)(0)(0)(gs_4_0)ParticlesNoMat@ParticleGS()(%_RT_HDR_MODE|%_RT_SKYLIGHT_BASED_FOG|%_RT_SOFT_PARTICLE)(1)(0)(0)(gs_4_0)Illum@IlluminationVS(%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Illum@IlluminationPS(%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainVS(%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Terrain@TerrainPS(%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerVS(%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Terrain@TerrainLayerPS(%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)FrozenLayerWip@FrozenVS()()(0)(0)(0)(vs_4_0)FrozenLayerWip@FrozenPS()()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%DISABLE_RAIN_PASS|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalVS(%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Metal@MetalPS(%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalVS(%VERTCOLORS|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Metal@MetalPS(%VERTCOLORS|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalVS(%ENVIRONMENT_MAP|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ALPHAGLOW|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Vegetation@VegetationVS(%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Vegetation@VegetationPS(%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerVS(%BUMP_MAP|%OFFSETBUMPMAPPING|%ALLOW_POM|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%OFFSETBUMPMAPPING|%ALLOW_POM|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%OFFSETBUMPMAPPING|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerVS(%BUMP_MAP|%ENVCMSPEC|%GLOSS_MAP|%GLOSS_DIFFUSEALPHA|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%ENVCMSPEC|%GLOSS_MAP|%GLOSS_DIFFUSEALPHA|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%OFFSETBUMPMAPPING|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%GLOSS_MAP|%OFFSETBUMPMAPPING|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Terrain@TerrainLayerPS(%BUMP_MAP|%OFFSETBUMPMAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Vegetation@VegetationVS(%GRASS|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Vegetation@VegetationPS(%GRASS|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Frozenlayerwip@FrozenVS(%GRASS)()(0)(0)(0)(vs_4_0)Frozenlayerwip@FrozenPS(%GRASS)()(0)(0)(0)(ps_4_0)Vegetation@VegetationVS(%LEAVES|%DETAIL_BENDING|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Vegetation@VegetationPS(%LEAVES|%DETAIL_BENDING|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Frozenlayerwip@FrozenVS(%LEAVES)()(0)(0)(0)(vs_4_0)Frozenlayerwip@FrozenPS(%LEAVES)()(0)(0)(0)(ps_4_0)

  • Vegetation@VegetationPS(%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Vegetation@VegetationPS(%LEAVES|%DETAIL_BENDING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationVS(%VERTCOLORS|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Illum@IlluminationPS(%VERTCOLORS|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%DETAIL_BUMP_MAPPING|%VERTCOLORS|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%VERTCOLORS|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%VERTCOLORS|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%VERTCOLORS|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Frozenlayerwip@FrozenPS(%VERTCOLORS)()(0)(0)(0)(ps_4_0)Frozenlayerwip@FrozenPS(%DECAL|%VERTCOLORS)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%DETAIL_BUMP_MAPPING|%VERTCOLORS|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%DETAIL_BUMP_MAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalVS(%VERTCOLORS|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Metal@MetalPS(%VERTCOLORS|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%DETAIL_BUMP_MAPPING|%VERTCOLORS|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Cloth@ClothVS(%VERTCOLORS|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Cloth@ClothPS(%VERTCOLORS|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%VERTCOLORS|%ANISO_SPECULAR|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%VERTCOLORS|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Glass@GlassVS(%GLOSS_MAP|%ENVIRONMENT_MAP|%BILINEAR_FP16|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Glass@GlassPS(%GLOSS_MAP|%ENVIRONMENT_MAP|%BILINEAR_FP16|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%VERTCOLORS|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%VERTCOLORS|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ALPHAGLOW|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Cloth@ClothVS(%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Cloth@ClothPS(%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Frozenlayerwip@FrozenPS(%DECAL)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%DETAIL_BUMP_MAPPING|%VERTCOLORS|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%ALPHAGLOW|%VERTCOLORS|%STAT_BRANCHING)()(0)(0

  • )(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Glass@GlassPS(%BUMP_MAP|%ENVIRONMENT_MAP|%REFRACTION_MAP|%BILINEAR_FP16|%TWO_SIDED_SORTING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%OFFSETBUMPMAPPING|%VERTCOLORS|%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%OFFSETBUMPMAPPING|%VERTCOLORS|%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%VERTCOLORS|%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%DETAIL_BUMP_MAPPING|%OFFSETBUMPMAPPING|%VERTCOLORS|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%OFFSETBUMPMAPPING|%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%DETAIL_BUMP_MAPPING|%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%OFFSETBUMPMAPPING|%ALLOW_POM|%DECAL|%PARALLAX_OCCLUSION_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%ALLOW_POM|%DECAL|%CHARACTER_DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Glass@GlassPS(%BUMP_MAP|%BILINEAR_FP16|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%ALPHAGLOW|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%ALPHAGLOW|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Methagen@NewMethagenVS(%GLOSS_MAP|%ENVCMSPEC|%ALPHA_OCCLUDERS|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Methagen@NewMethagenPS(%GLOSS_MAP|%ENVCMSPEC|%ALPHA_OCCLUDERS|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%ALPHAGLOW|%BUMP_DIFFUSE|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Metal@MetalPS(%ENVIRONMENT_MAP|%BUMP_DIFFUSE|%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%ALPHAGLOW|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Glass@GlassPS(%BUMP_MAP|%REFRACTION_MAP|%BILINEAR_FP16|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Cloth@ClothPS(%DETAIL_BUMP_MAPPING|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Methagen@NewMethagenPS(%GLOSS_MAP|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%ENVCMSPEC|%OFFSETBUMPMAPPING|%ALLOW_POM|%DECAL|%CHARACTER_DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%OFFSETBUMPMAPPING|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%OFFSETBUMPMAPPING|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%OFFSETBUMPMAPPING|%ALLOW_POM|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%GLOSS_MAP|%ENVCMSPEC|%OFFSETBUMPMAPPING|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Illum@IlluminationPS(%ENVCMSPEC|%ALLOW_POM|%DECAL|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Cloth@ClothPS(%BUMP_DIFFUSE|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Cloth@ClothVS(%BUMP_DIFFUSE|%ANISO_SPECULAR|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING|%ALPHAMASK_DETAILMAP)()(0)(0)(0)(vs_4_0)

  • Cloth@ClothPS(%BUMP_DIFFUSE|%ANISO_SPECULAR|%DETAIL_BUMP_MAPPING|%STAT_BRANCHING|%ALPHAMASK_DETAILMAP)()(0)(0)(0)(ps_4_0)Humanskin@SkinVS(%BUMP_DIFFUSE|%STAT_BRANCHING)()(0)(0)(0)(vs_4_0)Humanskin@SkinPS(%BUMP_DIFFUSE|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Cloth@ClothPS(%ANISO_SPECULAR|%STAT_BRANCHING)()(0)(0)(0)(ps_4_0)Humanskin@SkinPS(%BUMP_DIFFUSE|%ENVIRONMENT_MAP|%STAT_BRANCHING)()(0