General Assetto Corsa Shaders, Texture maps list

Ohh, what a bee hive this is. So many possibilities and close to zero knowledge. I am in the process of changing that.

No wonder with 78 different shaders, 26 of them dissabled.

I am starting this thread, because I need to put this information, into something I can understand and sort out. I am doing the work, so I think that I might as well share it.

If I by sharing this, can ease the journey, for others into this subject, then I will be more happy.

To make this more managable, I am working on 2 lists. This one with the different texturemaps, that each shader can use and the other one, about what purposes the shaders can be used for.

This is very much a work in progress and any help will be very much appreciated.

This first post will be updated, as I gain more knowledge and time allows.

AC shader information is ammongst others available here:

Proper technique in track making + tips
http://www.assettocorsa.net/forum/i...er-technique-in-track-making-plus-tips.27180/

Track Materials / Shaders
http://www.assettocorsa.net/forum/index.php?threads/track-materials-shaders.10174/

Car materials / shaders / modelling stuff (Add your knowledge here)
http://www.assettocorsa.net/forum/i...odelling-stuff-add-your-knowledge-here.19704/

I very much appreciate the work, done in these threads.

Questions about techniques, should be asked in the Track Materials / Shaders and Car materials / shaders threads.

*shaders dissabled in Assetto Corsa Editor/system/cfg/shader_filter_list.txt. Enable by deleting line in txt file.

rc is recommended dds compression.

Example: Note! At the moment NOT! Correct information!

ksMultilayer_fresnel_nm.shader
  • txDiffuse Ye basic, no frills, base texture, contains alpha layer rc DXT5
  • txDiffuse Ye basic, no frills, base texture, no alpha layer rc DXT5
  • txMask bla bla bla rc DXT1
  • txDetailR Tobla tobla tobla rc DXT5
  • txDetailG Gip gip gip rc DXT4
  • txDetailB Gupi gupi gupi rc DXT2
  • txDetailA Long explanation Long explanation Long explanation Long explanation Long explanation Long explanation rc DXT1
  • txDetailNM Bup bupbup blabber rc DXT3
Ground shaders (asphalt, tarmac, sand, etc.):

*ksIdealLine.shader
  • txDiffuse Ye basic, no frills, base texture
*ksSkidMark.shader
  • txDiffuse
Object shaders (trees, grass, buildings, poles, fences, etc.)

ksGrass.shader
  • txDiffuse
  • txVariation
ksFlags.shader
  • txDiffuse
ksTree.shader
  • txDiffuse
The air shaders:

ksSky.shader
ksSkyBox.shader
  • txClouds
ksSkyCubemap.shader
ksClouds.shader
  • txDiffuse
*ksPostFOG.shader
  • txDiffuse
  • txDepth
Car shaders:

ksBrakeDisc.shader
  • txDiffuse
  • txNormal
  • txGlow
  • txBlur
  • txNormalBlur
ksBrokenGlass.shader
  • txDiffuse
  • txNormal
ksCarPaintSimple.shader
  • txDiffuse
ksTyres.shader
  • txDiffuse
  • txNormal
  • txDirty
  • txBlur
  • txNormalBlur
ksWindscreen.shader
  • txDiffuse
newStefano_ksTyres.shader
*ksFakeCarShadows.shader
  • txDiffuse
*ksFakeCarShadowsGen.shader
*ksCircularRPM.shader
  • txDiffuse
  • txDiffuseON
Multiple use shaders:

ksPerPixel.shader
  • txDiffuse
ksPerPixel_dual_layer.shader
  • txDiffuse
  • txLayer1
  • txLayer1_Mask
ksPerPixel_nosdw.shader
  • txDiffuse
ksPerPixelAlpha.shader
  • txDiffuse
ksPerPixelAT.shader
  • txDiffuse
ksPerPixelAT_NM.shader
  • txDiffuse
  • txNormal
ksPerPixelAT_NS.shader
  • txDiffuse
ksPerPixelMultiMap.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksPerPixelMultiMap_AT.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksPerPixelMultiMap_AT_NMDetail.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txNormalDetail
ksPerPixelMultiMap_damage.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txDamage
ksPerPixelMultiMap_damage_dirt.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txDamage
  • txDust
  • txDamageMask
ksPerPixelMultiMap_NMDetail.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txNormalDetail
ksPerPixelMultiMapSimpleRefl.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksPerPixelNM.shader
  • txDiffuse
  • txNormal
ksPerPixelNM_UV2.shader
  • txDiffuse
  • txNormal
ksPerPixelNM_UVMult.shader
  • txDiffuse
  • txNormal
ksPerPixelReflection.shader
  • txDiffuse
ksPerPixelSimpleRefl.shader
  • txDiffuse
ksMultilayer.shader
  • txDiffuse
  • txMask
  • txDetailR
  • txDetailG
  • txDetailB
  • txDetailA
ksMultilayer_fresnel_nm.shader
  • txDiffuse
  • txMask
  • txDetailR
  • txDetailG
  • txDetailB
  • txDetailA
  • txDetailNM
ksMultilayer_objsp.shader
  • txDiffuse
  • txMask
  • txDetailR
  • txDetailG
  • txDetailB
  • txDetailA
I don't know use, yet shaders:

GL.shader
GL2D.shader
ksColourShader.shader
ksMegaShader.shader
  • txDiffuse
ksMSDepthResolve.shader
  • txDepth
ksOrenNayar.shader
  • txDiffuse
ksOculusVR
  • Texture
ksOculusVR2
  • Texture
ksPostFOG_MS.shader
  • txDiffuse
  • txDepth
ksShadowGen_debug.shader
ksSimpleShader.shader
  • txDiffuse
ksSkinnedMesh.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksSkinnedMesh_NMDetaill.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txNormalDetail
ksTest.shader
ksYebisBlur
  • txBlurredDepth
  • txFinalDepth
ksYebisBlur_MS
  • txBlurredDepth
  • txFinalDepth
ksYebisPreDof
  • txDiffuse
  • txDepth
Dissabled shaders:

*GLTextured.shader
  • txDiffuse
*ksCameraDirt.shader
  • txDiffuse
*ksFont.shader
  • txDiffuse
*ksFXAA Has 6 texture slots, all with the same name: txCurrent

*ksFXAA_0.shader
*ksFXAA_1.shader
*ksFXAA_2.shader
*ksFXAA_3.shader
*ksFXAA_4.shader
*ksFXAA_5.shader

*ksHighPass.shader
  • txDiffuse
  • txDownsampled
*ksParticle.shader
  • txDiffuse
*ksPostAdaptLum.shader
  • txDiffuse
  • txNewLuma
*ksPostBlur.shader
  • txDepth
  • txSrc
*ksPostBlur_MS.shader
  • txDepth
  • txSrc
*ksPostBlurH.shader
  • txDiffuse
*ksPostBlurRadial.shader
  • txDepth
  • txSrc
*ksPostBlurRadialMS.shader
  • txDepth
  • txSrc
*ksPostBlurV.shader
  • txDiffuse
*ksPostBW.shader
  • txCurrent
*ksPostCopy.shader
  • txDiffuse
*ksPostCopyLuma.shader
  • txDiffuse
*ksPostToneMap.shader
  • txDiffuse
  • txBloom
  • txDownsampled
*ksSelectedMesh.shader
*ksShadowGen.shader
*ksShadowGenAT.shader
  • txDiffuse
*ksShadowGenSKIN.shader




I hope that someone are going to find this usefull.

Happy AC Modding
 
Hmmm. I made a slight mistake in creating this thread. A better name for it would be:
Assetto Corsa Shaders, Texture maps list

Is it possible that it could be changed, as it is a more correct description of what it is.

I would be very gratefull for that.

Happy modding.
 
Done. Have FUN. ;)
PS: If that happens again, please tick the report button. So I get an alert and can react. Thank you. ;)
 
Last edited:
I have decided that I will make 2 more threads about AC shaders

One I would call Assetto Corsa shaders, settings list

As I find out of it, I will add descriptions, of what the different settings do.

ksPerPixelMultiMap_damage.shader
  • ksAmbient Ambient light multiplier. Range [0, +inf)
  • ksDiffuse Diffuse light multiplier. Range [0, +inf)
  • ksSpecular Specular light multiplier. Range [0, +inf)
  • ksSpecularEXP
  • ksEmissive
  • ksAlphaRef
The other would be Assetto Corsa shaders, what can be used where list.

Here I would list the shaders again, this time with the different things, it can be used for.

ksPerPixelMultiMap.shader
  • So and so
  • This and that
  • and so forth.
Happy modding
 
ksPerPixelNM_UVMult.shader
  • txDiffuse
  • txNormal
This one has some strange behavior for me. When I switch between this at normalMult 0 and the ksPerPixelNM_UV2 the strength of the normal map I have applied changes drastically. NM_UVMult displays my normal map as being very weak even though it's pretty aggressive. Am I missing something?

NM_UV2:
1636266628368.png


NM_UVMult:
1636266673657.png


Sorry if this is the wrong place to be asking this.

Edit: It only looks like this in the editor. When in-game it looks fine. ‍:facepalm:
Also in your Assetto Corsa install folder>System>Shaders there are some HTML files with brief descriptions of some of the shader's properties and that puts the properties into categories which I found a little useful.
 
Last edited:
Back
Top