Half-Life 2 Shader Fallbacks

This is list of the shader fallbacks that shipped with to (which includes ). See Material optimization and DirectX Versions for more details.
=== LightmappedGeneric ===
; LightmappedGeneric_HDR_DX9 : DX9 with HDR
; LightmappedGeneric_DX9 : DX9
; LightmappedGeneric_DX8 : DX8.0, DX8.1
; LightmappedGeneric_NoBump_DX8 : DX8.0, DX8.1, but only used when mat_reducefillrate 1 is set (usually by dxsupport.cfg). Note that this fallback doesn't actually cause the shader code to do anything different, it's only there to allow a material to specify different parameters.
; LightmappedGeneric_DX6 : DX6, DX7
=== VertexLitGeneric ===
; VertexLitGeneric_HDR_DX9 : DX9 with HDR
; VertexLitGeneric_DX9 : DX9
; VertexLitGeneric_DX8 : DX8.0, DX8.1
; VertexLitGeneric_DX7 : DX7
; VertexLitGeneric_DX6 : DX6
=== UnlitGeneric ===
; UnlitGeneric_DX9 : DX9
; UnlitGeneric_DX8 : DX8.0, DX8.1
; UnlitGeneric_DX6 : DX6, DX7
=== Refract ===
; Refract_DX90 : DX9
; Refract_DX80 : DX8.0, DX8.1
; Refract_DX60 : DX6, DX7: refraction isn't supported under DX6 and DX7, this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under DX6 and DX7.
; UnlitGeneric_DX6 : DX6, DX7: If you neglect to define a fallback shader, unlit generic is used.
=== ShatteredGlass ===
; ShatteredGlass : DX9
; ShatteredGlass_DX8 : DX8.0, DX8.1
; ShatteredGlass_DX7 : DX7
; Wireframe : DX6: Shattered glass isn't supported under DX6.
=== Water ===
; Water_HDR_DX90 : DX9 with HDR
; Water_DX90 : DX9
; Water_DX81 : DX8.1
; Water_DX80 : DX8.0
; Water_DX60 : DX7/DX6: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under DX6 and DX7.
; LightmappedGeneric_DX6 : DX7/DX6: This is used if you neglect to define a fallback shader.
=== WorldTwoTextureBlend ===
; WorldTwoTextureBlend : DX9
; WorldTwoTextureBlend_DX8 : DX8.0, DX8.1
; WorldTwoTextureBlend_DX6 : DX6, DX7
=== WorldVertexTransition ===
; WorldVertexTransition_DX9 : DX9
; WorldVertexTransition_DX8 : DX8.0, DX8.1
; WorldVertexTransition_DX6 : DX6, DX7
=== WorldVertexAlpha ===
; WorldVertexAlpha : DX9
; WorldVertexAlpha_DX8 : DX8.0, DX8.1: Note this shader has no fallbacks to DX7 or below.
=== Cable ===
; Cable : DX8.0, DX8.1, DX9
; UnlitGeneric_DX6 : DX6, DX7
=== Eyes ===
; Eyes : DX9
; Eyes_dx8: DX8.0, DX8.1
; Eyes_dx6 : DX6, DX7
=== EyeRefract ===
; EyeRefract : DX9
; Eyes_dx8 : DX8.0, DX8.1
; Eyes_dx6 : DX6, DX7
=== Modulate ===
; Modulate : DX8.0, DX8.1, DX9
; Modulate_DX6 : DX6, DX7
=== MonitorScreen ===
; MonitorScreen : DX8.0, DX8.1, DX9
; LightmappedGeneric_DX6 : DX6, DX7
=== Predator ===
; Predator_DX80 : DX8.0, DX8.1, DX9
; Predator_DX60 : DX6, DX7: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under DX6 and DX7.
; UnlitGeneric_DX6 : DX6, DX7: This is used if you neglect to define a fallback shader.
=== Sprite ===
; Sprite_DX8 : DX8.0, DX8.1, DX9
; Sprite_DX6 : DX6, DX7
=== Teeth ===
; Teeth : DX9
; Teeth_DX8 : DX8.0, DX8.1
; Teeth_DX6 : DX6, DX7
=== UnlitTwoTexture ===
; UnlitTwoTexture : DX8.0, DX8.1, DX9
; UnlitTwoTexture_DX6 : DX6, DX7
=== VortWarp ===
; VortWarp : DX9
; VortWarp_DX8 : DX8.0, DX8.1
; VortWarp_DX7 : DX7
; VertexLitGeneric_DX6 : DX6
=== WriteZ ===
; WriteZ : DX8.0, DX8.1, DX9
; WriteZ_DX6 : DX6, DX7
=== WindowImposter ===
; WindowImposter_DX80 : DX8.0, DX8.1, DX9
; WindowImposter_DX60 : DX6, DX7: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under DX6 and DX7.
; UnlitGeneric_DX6 : DX6, DX7: This is used if you neglect to define a fallback shader
Category:Material System