Beginner · Intermediate · Advanced authoring · Samples

Built-in Shader Catalogue

All aliases are case-insensitive, require Extended mode, load packaged bytecode, and need no HLSL beside a standalone game. Float/vector values use the units shown; colours use 0..255. Quality is 0 low, 1 balanced, or 2 high. Optional buffers are allocated only while an enabled effect requests them.

Surface materials

Alias and queuePurpose and exact parameters (type=default)Renderer input / sample
builtin:unlit
opaque/masked
Lighting-independent colour. Texture (texture).None; sample.
builtin:toon
opaque/masked
Banded diffuse and rim. Bands (float=4), ShadowColor (color=51,64,89), RimStrength (float=.15), Texture.Lights/shadows; sample.
builtin:rim-light
opaque/masked
View-edge light. RimColor (color=77,166,255), RimPower (float=3), Strength (float=1), Texture.Camera/lights; sample 04.
builtin:dissolve
masked
Noise cut-out with emissive edge. Amount (float=0), EdgeWidth (float=.08), EdgeColor (color), Texture, NoiseMap.Custom displaced shadow; sample 05.
builtin:foliage
masked/two-sided
Wind and translucency. BaseTexture, NormalTexture, WindDirection (vector=1,0,0), WindStrength (float=.15), GustStrength (float=.5), WindSpeed (float=1), WindScale (float=1), NormalStrength (float=1), AlphaCutoff (float=.5), Translucency (float=.35).Visible and shadow displacement; sample 13.
builtin:triplanar
opaque
World-projected seam-free mapping. SideTexture, TopTexture, Scale (float=.25), BlendSharpness (float=4), SlopeBias (float=1), Roughness (float=.8), Metallic (float=0).No UV required; sample 13.
builtin:parallax
opaque
View-dependent relief. BaseTexture, NormalTexture, HeightTexture, HeightScale (float=.04), MinimumSteps (int=8), MaximumSteps (int=24), NormalStrength (float=1), Roughness (float=.65), SelfShadowStrength (float=0).Tangents; sample 13.
builtin:hologram
transparent
Scan/rim emission. Color, Opacity (float=.65), ScanDensity (float=14), ScanSpeed (float=1), Noise (float=.2), Flicker (float=.15), RimPower (float=2).No shadows/depth writes; sample 13.
builtin:wet-surface
opaque
Wet roughness, puddles and ripples. BaseTexture, NormalTexture, PuddleMap, Wetness (float=.6), PuddleLevel (float=.5), DryRoughness (float=.75), WetRoughness (float=.12), RippleScale (float=8), RippleSpeed (float=1), RippleStrength (float=.03).Standard PBR; sample 13.
builtin:snow
opaque
Slope/height accumulation. BaseTexture, Coverage (float=.75), Direction (vector=0,1,0), HeightBlend (float=.1), SlopeSharpness (float=4), NoiseScale (float=1), SnowColor, BaseRoughness (float=.7), Sparkle (float=.08).Standard PBR; sample 13.
builtin:water
transparent
Waves, reflection, refraction, depth fade and foam. NormalMapA, NormalMapB, ShallowColor, DeepColor, WaveScale (float=.08), WaveSpeed (float=.04), Roughness (float=.18), Reflection (float=.65), Refraction (float=1), DepthFade (float=4), FoamWidth (float=.35), FoamStrength (float=.8).Opaque colour + resolved depth; sample.
builtin:glass
transparent
Refractive volume. Tint, Roughness (float=.08), Transmission (float=.95), IOR (float=1.5), Thickness (float=.1), AttenuationColor, AttenuationDistance (float=2).Opaque colour + resolved depth; sample 14.
builtin:force-field
transparent
Rim/intersection energy. Color, Opacity (float=.7), RimPower (float=2.5), Emission (float=1.5), IntersectionWidth (float=.01), NoiseSpeed (float=1), NoiseStrength (float=.2).Resolved read-only depth; sample 13.

Camera effects

Alias / stage / passesExact parametersInputs and ordering
builtin:grayscale
display-linear / 1
Strength (float=1).Scene colour; place near grading.
builtin:vignette
presentation / 1
Strength (.65), Radius (.45), Softness (.3), Color.Scene colour; after tone mapping.
builtin:bloom
scene-linear / 5 half-res
Intensity (.65), Threshold (.65), Radius (2), SoftKnee (.5), Scatter (1), Quality (int=1).HDR/LDR scene colour; before tone map.
builtin:color-adjust
display-linear / 1
Exposure (0 stops), Contrast (1), Saturation (1), Tint (vector=1,1,1,1).Scene colour.
builtin:lut-grade
display-linear / 1
LUT (texture, 16x16x16 stored 256x16), Strength (1), Exposure (0), Temperature (0), Tint (0).Scene colour + custom LUT; sample 11 HDR.
builtin:ssao
scene-linear / 4 half-res
Radius (.6 world units), Strength (1), Bias (.02), Power (1.5), Quality (int=1).Depth, normals, blue noise; before fog/DOF.
builtin:depth-fog
scene-linear / 1
FogColor, Density (.025), Start (0), Height (0), HeightFalloff (.2), Mode (int=1).Depth and inverse matrices.
builtin:depth-of-field
scene-linear / 4 half-res
FocusDistance (5), FocusRange (2), Aperture (1), MaxBlur (8 pixels), NearStrength (1), FarStrength (1), Quality (int=1).HDR colour + depth.
builtin:outline
scene-linear / 1
Color, Thickness (1 pixel), DepthThreshold (.002), NormalThreshold (.15), Strength (1).Depth, normals, object mask.
builtin:sharpen
presentation / 1
Strength (.2), Clamp (.1).Place after upscale/tone map.
builtin:lens
presentation / 1
Grain (.025), ChromaticAberration (1 pixel), Distortion (0), Scanlines (0), TimeScale (1).Scene colour + deterministic blue noise.
builtin:motion-blur
scene-linear / 1
ShutterAngle (180 degrees), MaximumRadius (24 pixels), CameraWeight (1), ObjectWeight (1), Quality (int=1).Depth, velocity, reactive/object mask; best with TAA.
builtin:ssr
scene-linear / 4
Strength (.6), MaxDistance (20), Thickness (.01), RoughnessFade (.7), EdgeFade (1.5), Quality (int=1).Depth hierarchy, normals, colour, history; misses preserve IBL.
builtin:volumetric-fog
scene-linear / 3 quarter-res
Density (.025), Height (0), HeightFalloff (.2), Distance (50), Anisotropy (.2), Steps (int=24), TemporalWeight (.85), Quality (int=1), Color.Depth, blue noise, history; bounded ray march.
builtin:light-shafts
scene-linear / 1
Source (vector=.5,.3), Density (.8), Decay (.95), Exposure (.35), MaxDistance (.8 screen units).Colour + depth; selected screen-space light source.

Compatibility, cost, and fallbacks

FXAA, TAA, render scale, camera viewports, and 4x MSAA are supported; MSAA depth uses a minimum-sample resolve. Transparent scene capture is scoped to the current presentation target. Layout-3 built-ins remain loadable. Surface shaders support instancing and GPU skinning through the generated wrapper. Raw custom shaders which do not declare auxiliary output use safe defaults and one coalesced diagnostic.

Reduced-resolution target formats and memory formulae, supported hardware, approximations, and measured validation results are recorded in docs/BUILTIN_SHADER_EFFECTS_SUPPORT.md. Use DrawRenderStats 8,8,1023 for pass count, auxiliary mask, target memory, HDR/AA state, and temporal-history status.