Beginner · Intermediate · Advanced authoring · Samples
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.
| Alias and queue | Purpose and exact parameters (type=default) | Renderer input / sample |
|---|---|---|
builtin:unlitopaque/masked | Lighting-independent colour. Texture (texture). | None; sample. |
builtin:toonopaque/masked | Banded diffuse and rim. Bands (float=4), ShadowColor (color=51,64,89), RimStrength (float=.15), Texture. | Lights/shadows; sample. |
builtin:rim-lightopaque/masked | View-edge light. RimColor (color=77,166,255), RimPower (float=3), Strength (float=1), Texture. | Camera/lights; sample 04. |
builtin:dissolvemasked | Noise cut-out with emissive edge. Amount (float=0), EdgeWidth (float=.08), EdgeColor (color), Texture, NoiseMap. | Custom displaced shadow; sample 05. |
builtin:foliagemasked/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:triplanaropaque | 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:parallaxopaque | 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:hologramtransparent | 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-surfaceopaque | 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:snowopaque | 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:watertransparent | 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:glasstransparent | 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-fieldtransparent | 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. |
| Alias / stage / passes | Exact parameters | Inputs and ordering |
|---|---|---|
builtin:grayscaledisplay-linear / 1 | Strength (float=1). | Scene colour; place near grading. |
builtin:vignettepresentation / 1 | Strength (.65), Radius (.45), Softness (.3), Color. | Scene colour; after tone mapping. |
builtin:bloomscene-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-adjustdisplay-linear / 1 | Exposure (0 stops), Contrast (1), Saturation (1), Tint (vector=1,1,1,1). | Scene colour. |
builtin:lut-gradedisplay-linear / 1 | LUT (texture, 16x16x16 stored 256x16), Strength (1), Exposure (0), Temperature (0), Tint (0). | Scene colour + custom LUT; sample 11 HDR. |
builtin:ssaoscene-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-fogscene-linear / 1 | FogColor, Density (.025), Start (0), Height (0), HeightFalloff (.2), Mode (int=1). | Depth and inverse matrices. |
builtin:depth-of-fieldscene-linear / 4 half-res | FocusDistance (5), FocusRange (2), Aperture (1), MaxBlur (8 pixels), NearStrength (1), FarStrength (1), Quality (int=1). | HDR colour + depth. |
builtin:outlinescene-linear / 1 | Color, Thickness (1 pixel), DepthThreshold (.002), NormalThreshold (.15), Strength (1). | Depth, normals, object mask. |
builtin:sharpenpresentation / 1 | Strength (.2), Clamp (.1). | Place after upscale/tone map. |
builtin:lenspresentation / 1 | Grain (.025), ChromaticAberration (1 pixel), Distortion (0), Scanlines (0), TimeScale (1). | Scene colour + deterministic blue noise. |
builtin:motion-blurscene-linear / 1 | ShutterAngle (180 degrees), MaximumRadius (24 pixels), CameraWeight (1), ObjectWeight (1), Quality (int=1). | Depth, velocity, reactive/object mask; best with TAA. |
builtin:ssrscene-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-fogscene-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-shaftsscene-linear / 1 | Source (vector=.5,.3), Density (.8), Decay (.95), Exposure (.35), MaxDistance (.8 screen units). | Colour + depth; selected screen-space light source. |
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.