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
Looks great. OK - hopefully this little tidbit will be of help to someone else. With regard to manipulating shaders and textures in ksEditor -- VERY IMPORTANT!!!!!! To give the ksEditor the best chance of actually opening and loading up the shader and texture values you wanted the fbx.ini file to provide from your track editor (for example 3DSimED) there must be NO errors or omissions or invalid textures or mislabeled objects or materials or duplicate IDs etc.!!!! The source of all my inconsistent behaviour of the ksEditor with regard to loading preset texture and shader values all came down to either having a TGA or PNG or missing texture or having bad object names in the CAD scene. IOW if the CAD scene is perfect, then the FBX will be perfect and the fbx.ini will be perfect and the ksEditor will load up all the values correctly and then you can just use the ksEditor as a texture and shader cleanup tool - then export the KN5! I hope this tip will save someone else hours of frustration as you keep having to redo the shaders in the ksEditor even though you just did them in 3DSimED.
ive never used it but the Oren Nayar shader should be for creating reflectivity on rough surfaces. aatleast that's what oren and nayar created it for.... now I think about it it might work for my seascape textures. must try that.
Great initiative @DanTDBV ! Thank you for sharing. There are a lot of shaders that I didn't even touched yet. In the same time, I doubt that Kunos them selfs use them all. I tend to think they were just gathered there along dev line, and never been discarded. All in all, it would definitely be useful to know the power of each one so we can better decide what might fit a particular situation. Thanks again. One observation. *ksSkidMark.shader txDiffuse I tend to think this is used by the player's skid marks - the ones done live in AC. So I would only post it for information, but not to actually use for road, tarmac.
skinned mesh mostly refers to deformable meshes and the changes required. I guess damage could be covered by this, but I think its redundant and not used generally as part of yebis effects. but also it could be related to vertex painted meshes maybe.
Thank you RC45 Would you mind if I post your tip, in these Materials /shaders threads? 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 would post it like this: With thanks to RC45 over at AsettoCorsaMods.net OK - hopefully this little tidbit will be of help to someone else. With regard to manipulating shaders and textures in ksEditor -- VERY IMPORTANT!!!!!! To give the ksEditor the best chance of actually opening and loading up the shader and texture values you wanted the fbx.ini file to provide from your track editor (for example 3DSimED) there must be NO errors or omissions or invalid textures or mislabeled objects or materials or duplicate IDs etc.!!!! The source of all my inconsistent behaviour of the ksEditor with regard to loading preset texture and shader values all came down to either having a TGA or PNG or missing texture or having bad object names in the CAD scene. IOW if the CAD scene is perfect, then the FBX will be perfect and the fbx.ini will be perfect and the ksEditor will load up all the values correctly and then you can just use the ksEditor as a texture and shader cleanup tool - then export the KN5! I hope this tip will save someone else hours of frustration as you keep having to redo the shaders in the ksEditor even though you just did them in 3DSimED. Or you could post it yourselve. I think that it is, the right places for it. Maybe also here: Proper technique in track making + tips http://www.assettocorsa.net/forum/i...er-technique-in-track-making-plus-tips.27180/ Happy AC Modding
He he Pixelchaser You are working ahead of my intentions. 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
@DanTDBV, go for it. I am by no means an expert but I figured anything to help out fellow modders is worth posting