This article represents an overview of how the game shaders interpret the assets of, in particular, units. You can always find the latest shaders on Github. Specifically, the following shaders are discussed in this article:
Refer to the terrain shader page
The use of decal shader technique is less flexible. At the moment it is not possible to create new shader techniques for decals without changing the look and feel of existing maps. Commonly used shader techniques are:
TDecals
: albedo decal; it represents colors and uses the alpha channel for opacityTDecalsXP
: albedo decal; it represents colors and uses the alpha channel for opacityTDecalsNormals
: normals decal; it represents directions and uses the red channel for opacityVarious more uncommon shader techniques are:
TDecalGlowMask
: behavior is unknownTDecalsGlow
: glow decal; it only uses the alpha channel to influence bloomTDecalsWaterAlbedo
: albedo decal; identical to TDecalsXP
except that it clamps to the water surfaceTDecalsWaterMask
: behavior us unknownTDecalsNormalsAlpha
: normals decal; appears to be identical to TDecalsNormals
TDecalOverDraw
: used for debugging to show decal overdraw