The following shaders are currently available in CRYENGINE:
Used to create see-through / aberration effects.
Used mainly by character artists. Gives extra controls for physicalization settings.
Used by environment artists to create CloudVolumes.
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 and level designers to create volumetric light beams imposter.
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.
Used for Lens Flare effects.
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.
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.
Used by particle artists.
Forces the Engine to render the object without any shading or post-processing effects.
Shader specifically tailored for use on weapon scope attachments.
Is only used for creating the sky box. The Sky Shader has no parameters, and the materials can only be applied via the RollupBar (Terrain Tab > Environment > SkyBox Material).
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 Volume Objects.
Used for the ocean.
Used for creating layered water effects.
Used for water volumes and rivers.