The following shaders are currently available in CRYENGINE:
Shader Name | Description |
---|---|
Used by Environment Artists to create 2D DistanceClouds. | |
Used by Character Artists to create the eyes of characters. Can also control the amount of dynamic pupil dilation. | |
Used by Artists to create glass. Comes with specific features that are tailored for glass use and also specific breakability functionality. | |
Used by Character Artists to create hair. Gives wide control over coloring and physicalization options. | |
Used by Character Artists and offers a wide variety of options to achieve realistic looking skin. | |
The most commonly used shader, can be used to create an extremely wide variety of effects. If there is no specific shader for the type of effect you are trying to achieve, use the Illum Shader. | |
Multilayeredmaterials Shader | A shader tha can be used to combine different layers of materials to achieve unique and realistic surfaces. |
Used for physics proxy. The NoDraw Shader forces the Engine to not render the geometry on which the shader is applied. There are no specific Shader Params. | |
The ParticleImposter shader is used to create particle effects that are not affected by light and hence do not cast shadows or cause reflections.
| |
Used by Artists who require particle effects. | |
Forces the Engine to render the object without any shading or post-processing effects. | |
Is only used for creating the sky box. The Sky Shader has no parameters, and the materials can only be applied through the Material settings via the Material Editor. | |
Is the same as the Sky Shader, with the exception, that if you want to use a dynamically changing sky through the Time Of Day settings, then you always have to use the SkyHDR Shader. | |
The TempleBeamProc Shader can be used to create very cheap fog light beam effects. | |
Used for all the terrain materials for painting terrain texture layers. | |
Used for all vegetation. | |
Used for the ocean. | |
Used for water volumes and rivers. |