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Copy file name to clipboardexpand all lines: _portfolio/000_shaders.md
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@@ -20,13 +20,17 @@ Here's a few shaders that I like to use, what they could be used for, and where
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| Original Name | Location | Description |
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| ----------| ----------| ----------|
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| Standard Shaders |
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| ShaderfxShader219 | far_ground_set, Northern Cave | A simple emissive shader for background elements that don't need shadows |
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| DK_WaterFall_a_tree02 | bg_set, Kongo Falls | An emissive shader with alpha testing. Used for fake objects in the background like trees |
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| SFX_shadow_maru | dyr_bg_village_set, Town and City | An emissive shader that supports alpha, used for shadows or lights |
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| sfx_naturereal00 | dyr_bg_village_set, Town and City | The most bare bones stage shader. A diffuse channel that supports vertex colors, but doesn't support shadows |
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| SFX_cliff_edge01 | dyr_ring_village_set, Town and City | A bare bones shader that supports alpha testing, great for static plants and leaves. Pro tip: disable culling on tree leaves that are close to the camera. |
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| guest_rcc_b | dys_guest_rcc_set, Town and City | A shader that only has a diffuse channel. No vertex colors, but supports shadows |
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| SFX_ring_citymetal | dyr_ring_village_set, Town and City | A simple shader that supports PRM. This unique PRM shader doesn't require a baked lighting map, but still supports shadows |
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| Specialized Standard Shaders |||
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| ----------| ----------| ----------|
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| sfx_NOOK__jp | dyr_bg_village_set, Town and City | Has a col channel and a AO channel, but does not support shadows. Great for background detail |
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| sfx_39_moss_bl | s65_base, Distant Planet | Has a diffuse and baked AO channel, and supports shadows. You can use defaultwhite on the baked AO channel if you don't have any AO |
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| a_ring_ironaC | dyr_ring_set, Norfair | A simple shader that supports PRM and shadows. This does require a baked GAO channel that the default white texture can be used to ignore it |
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| HouseWall | skyloft, Skyloft | Has a diffuse and a baked lighting channel. This material somehow keeps the performance steady despite Skyloft's 100k+ polygons! |
Wifi-Safety usually refers to being able to run a mod online while playing with people that are on vanilla. Movesets and collision edits are obviously not wifi-safe, but some random changes to stage elements can cause desyncs. I've found that this often occurs when you use a blank `numatb` or `numdlb` with an object that has materials animated in a motion folder (ie Animal Crossing villagers). There's also several other random instances, like the ufo and pelican on Smashville can't be replaced with different models for whatever reason, and certain effects (like the Town and City bubbles) have their effect locator removed might also cause desyncs. We can never know for sure what causes desyncs, but if you need to "remove" an object, and it has an animation, use a blank `numshb` instead.
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