Diffuse
No texture, just diffuse colour
BlendAlphaDiff
No texture, vertex alpha blending with diffuse colour
AddAlphaDiff
No texture, additive vertex alpha with diffuse colour
Tex
Texture mapped, no lighting applied
TexDiff
Texture mapped with single texture, diffuse colour applied
BlendTexAlphaDiff
Texture mapped, with diffuse colour, with vertex alpha blending
AddTexAlphaDiff
Texture mapped, with diffuse colour, with additive vertex alpha
BlendATex
Texture mapped, no lighting applied, using alpha blending from texture's alpha
channel
AddATex
Texture mapped, no lighting applied, using additive alpha from texture's alpha
channel
BlendATexDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha
channel
BlendATexDiffTrans
Texture mapped, diffuse colour, alpha blending from texture's alpha channel, pixels
with alpha=0 are transparent (e.g. alphaed fences).
AddATexDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha
channel
BlendATexAlphaDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha
channel combined with vertex alpha
AddATexAlphaDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha
channel combined with vertex alpha
AddDiffuse
No texture, with diffuse colour, using additive alpha
AddTex
Texture mapped, no lighting applied, using additive alpha
AddTexDiff
Texture mapped, with diffuse colour, using additive alpha
DualTexDiffVAlpha
Dual textured, with diffuse colour, using vertex alpha to blend between textures
DualTexDiffTAlpha
Dual textured, with diffuse colour, using second texture's alpha channel to blend
between textures
DualTexDiffTrans
Dual textured, with diffuse colour, using second texture's transparency
DualTexDiffAdd
Dual textured, with diffuse colour, using additive alpha for second texture
DualBlendATexDiffAdd
Dual textured, with diffuse colour, using alpha blending for first pass and
additive alpha for second pass
Invisible
Nothing is drawn - use for invisible collision barriers
DualTexDiffStencilAdd
Dual textured, with diffuse colour, using additive alpha for second texture only
where first texture has solid alpha
DualTexDiffStencilBlend
Dual textured, with diffuse colour, using blended alpha for second texture only
where first texture has solid alpha
DualAddATexDiffDestBlend
Dual textured, diffuse colour, first pass additive, and second pass blended alpha
with the alpha of the first texture (e.g. puddles).
BridgeSplit
Not drawn. Use to define areas where track crosses over itself.
EmbossBumpmap
Bumpmap for Train 2 prototype or something like that
TripleTexDiffAddAdd
Triple textured, 2nd and 3rd passes are drawn additively
TripleGlossMap
Triple texture, 2nd pass contains gloss map in alpha channel, 3rd pass (reflection)
texture drawn additively
TripleGlossMapWithLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively
affected by lightmaps if used
TripleGlossMapWithoutLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively not
affected by lightmaps if used
DualTexDiffAddWithLightIntens
Add second pass to first pass, brightness of second pass affected by lightmaps if
used
DualTexDiffAddWithoutLightIntens
Add second pass to first pass, brightness of second pass not affected by lightmaps
if used
TripleTexDiffTAlpha
Triple textured, with diffuse colour, using each texture's alpha channels to blend
between each pair of passes
TripleTexDiffVAlpha
Triple textured, with diffuse colour, using same vertex alpha to blend between each
pair of passes
TripleTexDiffTAlphaVAlpha
Triple textured, with diffuse colour, pass 2 uses texture alpha for blending, pass
3 uses vertex alpha for blending
TripleTexDiffVAlphaTAlpha
Triple textured, with diffuse colour, pass 2 uses vertex alpha for blending, pass 3
uses texture alpha for blending
DualTexDiffInvisibleStencilBlend
Dual textured, with diffuse colour, first pass invisible, second pass alphaed using
alpha of first pass texture
[Link]
Single texture, dynamic lighting. TEX1 RGB Diffuse
[Link]
Texture, colour modulated specular. TEX1 RGB Diffuse, TEX2 RGB Specular Colour map
[Link]
Textured, normal mapped, environment mapped. TEX1 RGB Diffuse, TEX2 RGB Normal map,
TEX3 Cubic environment
[Link]
Textured, normal mapped, masked environment map. TEX1 RGB Diffuse A Env mask, TEX2
RGB Normal map, TEX3 Cubic environment
[Link]
Textured, normal mapped, specular. TEX1 RGB Diffuse, TEX2 RGB Normal map
[Link]
Textured, normal mapped, masked specular. TEX1 RGB Diffuse A Env mask, TEX2 RGB
Normal map
[Link]
Textured, normal mapped, environment map and specular. TEX1 RGB Diffuse, TEX2 RGB
Normal map, TEX3 Cubic environment
[Link]
Textured, normal mapped, masked environment map and specular. TEX1 RGB Diffuse A
Env/Spec mask, TEX2 RGB Normal map, TEX3 Cubic environment
[Link]
Ambient lighting, single texture. TEX1 RGB Diffuse
[Link]
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A
Translucency, TEX2 Cubic environment map
[Link]
Diffuse tex, lightmap, dynamic lighting. TEX1 RGB Diffuse, TEX2 RGB Lightmap
[Link]
Diffuse tex, vertex lighting only. TEX1 RGB Diffuse
[Link]
Diffuse tex, vertex lighting, dynamic lighting. TEX1 RGB Diffuse
[Link]
Skydome
[Link]
Single colour skinned
[Link]
Textured skinned. TEX1 RGB Diffuse
[Link]
Textured, specular and skinned. TEX1 RGB Diffuse
[Link]
Textured, normal mapped, specular and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal
map
[Link]
Textured, normal mapped, specular with gloss map, and skinned. TEX1 RGB Diffuse,
TEX2 RGB Normal map, TEX3 RGB Gloss map
[Link]
RESERVED FOR FUTURE USE
[Link]
RESERVED FOR FUTURE USE
[Link]
RESERVED FOR FUTURE USE
[Link]
Stencil shadow objects, material must begin with shadow_ to be detected
[Link]
Textured, vertex environment mapped. TEX1 RGB Diffuse, TEX2 Cubic environment
[Link]
Textured, masked vertex environment map. TEX1 RGB Diffuse A Env mask, TEX2 Cubic
environment
[Link]
Diffuse texture and normal map
[Link]
Diffuse texure with alpha and normal map
[Link]
Diffuse texture with 1-bit alpha and normal map
[Link]
Single texture, globally lit, view facing
[Link]
Single texture, globally lit, upright view facing
[Link]
Splish
[Link]
Textured, vertex environment mapped with specular. TEX1 RGB Diffuse, TEX2 Cubic
environment
[Link]
Textured, masked vertex environment mapped with specular. TEX1 RGB Diffuse A Env &
Spec mask, TEX2 Cubic environment
[Link]
Water with normal map, diffuse and cubic reflection map. TEX1 Normal Map TEX2 RGB
Diffuse A Translucency, TEX3 Cubic environment map
[Link]
Textured, with emmisive glow. TEX1 diffuse, TEX2 emissive mask
[Link]
Textured with normal map and light map, plus specular mask. TEX1 Diffuse, TEX2 RGB
Normal Map, A specular mask, TEX3 light map
[Link]
Diffuse texture, fixed specular for lofts
[Link]
Sky Dome specific star layer shader
[Link]
Sky dome specific cloud layer shader
[Link]
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A
Translucency, TEX2 Cubic environment map, TEX3 Normal texture placeholder, TEX4
Backbuffer placeholder
[Link]
Special shader for rendering decals
[Link]
Special shader that doesn't render anything, but casts shadows
[Link]
Diffuse shader used to draw geometry after deferred post processing. Use for thin
geometry such as wires for better anti-aliasing
[Link]
Diffuse shader used to draw lofts after deferred post processing. Use for thin
geometry such as wires for better anti-aliasing
[Link]
Tunnel loft shader
[Link]
Tunnel loft shader with transparency channel
[Link]
Tunnel loft shader with bump and specular
[Link]
Unlit view facing shader
[Link]
Special shader that doesn't render anything, but casts shadows. TEX1 A Transparency
[Link]
3 Channels, diffuse, bump and aux (r - ao, g - emissive, b - environment, a -
specular)
[Link]
Flowing version of WaterCubeMap for flowing river lofts
[Link]
Palletised version of [Link]. TEX1 rg - masks, b - ignored, a - lum. TEX2
and TEX3 pallete textures