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
*ksIdealLine.shader
ksGrass.shader
ksSky.shader
ksBrakeDisc.shader
ksPerPixel.shader
GL.shader
*GLTextured.shader
*ksFXAA_0.shader
*ksFXAA_1.shader
*ksFXAA_2.shader
*ksFXAA_3.shader
*ksFXAA_4.shader
*ksFXAA_5.shader
*ksHighPass.shader
I hope that someone are going to find this usefull.
Happy AC Modding
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
*ksIdealLine.shader
- txDiffuse Ye basic, no frills, base texture
- txDiffuse
ksGrass.shader
- txDiffuse
- txVariation
- txDiffuse
- txDiffuse
ksSky.shader
- txClouds
- txDiffuse
- txDiffuse
- txDepth
ksBrakeDisc.shader
- txDiffuse
- txNormal
- txGlow
- txBlur
- txNormalBlur
- txDiffuse
- txNormal
- txDiffuse
- txDiffuse
- txNormal
- txDirty
- txBlur
- txNormalBlur
- txDiffuse
- txDiffuse
- txDiffuse
- txDiffuseON
ksPerPixel.shader
- txDiffuse
- txDiffuse
- txLayer1
- txLayer1_Mask
- txDiffuse
- txDiffuse
- txDiffuse
- txDiffuse
- txNormal
- txDiffuse
- txDiffuse
- txNormal
- txMaps
- txDetail
- txDiffuse
- txNormal
- txMaps
- txDetail
- txDiffuse
- txNormal
- txMaps
- txDetail
- txNormalDetail
- txDiffuse
- txNormal
- txMaps
- txDetail
- txDamage
- txDiffuse
- txNormal
- txMaps
- txDetail
- txDamage
- txDust
- txDamageMask
- txDiffuse
- txNormal
- txMaps
- txDetail
- txNormalDetail
- txDiffuse
- txNormal
- txMaps
- txDetail
- txDiffuse
- txNormal
- txDiffuse
- txNormal
- txDiffuse
- txNormal
- txDiffuse
- txDiffuse
- txDiffuse
- txMask
- txDetailR
- txDetailG
- txDetailB
- txDetailA
- txDiffuse
- txMask
- txDetailR
- txDetailG
- txDetailB
- txDetailA
- txDetailNM
- txDiffuse
- txMask
- txDetailR
- txDetailG
- txDetailB
- txDetailA
GL.shader
- txDiffuse
- txDepth
- txDiffuse
- Texture
- Texture
- txDiffuse
- txDepth
- txDiffuse
- txDiffuse
- txNormal
- txMaps
- txDetail
- txDiffuse
- txNormal
- txMaps
- txDetail
- txNormalDetail
- txBlurredDepth
- txFinalDepth
- txBlurredDepth
- txFinalDepth
- txDiffuse
- txDepth
*GLTextured.shader
- txDiffuse
- txDiffuse
- txDiffuse
*ksFXAA_0.shader
*ksFXAA_1.shader
*ksFXAA_2.shader
*ksFXAA_3.shader
*ksFXAA_4.shader
*ksFXAA_5.shader
*ksHighPass.shader
- txDiffuse
- txDownsampled
- txDiffuse
- txDiffuse
- txNewLuma
- txDepth
- txSrc
- txDepth
- txSrc
- txDiffuse
- txDepth
- txSrc
- txDepth
- txSrc
- txDiffuse
- txCurrent
- txDiffuse
- txDiffuse
- txDiffuse
- txBloom
- txDownsampled
- txDiffuse
I hope that someone are going to find this usefull.
Happy AC Modding