The following shaders are currently available in CRYENGINE:
Used by the environment artists to create 2D DistanceClouds.
Used by the character artists to create the eyes of characters. Control even the amount of dynamic pupil dilation.
Used by artists to create glass. Comes with specific features 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.
|A shader type that is used for modeling materials as a stack of thin layers, including an optional thin-film on top. Each of these layers is a micro-facet surface with its own physical properties, which when combined together, act as a single material with a unique optical response that generally can not be reproduced with the traditional single-layer models.|
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 particle artists.
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 via the Material Settings in the Material Editor.
Is the same as the Sky Shader, except that if you want to use the dynamically changing sky with the Time Of Day settings, 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.
The following shaders are obsolete and have been removed in latest versions of CRYENGINE:
Used to create see-through / aberration effects.
Used by environment artists to create CloudVolumes.
Used by artists and level designers to create volumetric light beams imposter.
Used by environment lighting artists to create light shafts.
Used by artists to create effects you would typically see on older televisions, such as grain, noise, chroma shift and interlacing. Useful for in-game displays.
Shader specifically tailored for use on weapon scope attachments.
Used for Volume Objects.
Used for creating layered water effects.
Used mainly by character artists. Gives extra controls for physicalization settings.
Crysis specific effects.
Crysis specific effects.
Used for Lens Flare effects.
Used by lighting environment artists to create the corona effect, like a glow on a lamp. Deprecated by lens flare system.
Used for metallic objects. Use Illum instead.
Used for rivers. Use WaterVolume instead.
Used for lakes and other water areas. Use WaterVolume instead.