Zh/LUX

是一个专门为和制作和开发的模组，其目的皆在为完全重写所有原版和的着色器
==目标==
* 大修\清理materialsystem\stdshaders\目录
: 
: 
::
* 大幅减少所有着色器的编译时间
: 
: 
* 着色器仅使用SM 3.0
: 
: 
: 
: 
* 完全重写.h, .cpp, .fxc文件
* 更多有关着色器、自身参数、如何工作以及任何可能的注意事项的文档
: 
: 
* 实现没有的内容
: 
* 修复大多数参数的Bug和警告
: 
* 禁用特定功能的简单方法 
: 
* 对Mapbase的兼容性
: 
: 
==计划实现的功能==
这是正在实施的新功能列表，或者将从较新的引擎分支移植/复刻的功能，例如
: 
====出于兼容性而需实现的功能====
* 来自的$phongdisablehalflambert+
* 所有“几何”用着色器的径向雾
* Spline-Ropes
* 
: 
: 
* 上同时使用和的支持
* 控制器着色器"Postprocessing"的替代品
* 来自的着色器"Engine_post"替代品
* 的Hammer内预览修复
* 固体用
* 
: 
==== New Features ====
* In Models utilizing Model Lightmapping can use . Additionally all Model shaders will be able to utilize this feature. Except they have .
: 
: 
* In Models can utilize Lightmap UV's.
: 
:: 
==== Features ported/recreated/revived ====
* $phongdisablehalflambert From + - Also needed for 
* $phongexponentfactor From , with LUX also on 
* $phongalbedoboost From - Its just BaseTexture * $PhongAlbedoBoost... No leaked code!
* $basemapluminancephongmask From +
: 
* $selfillumtexture Deprecated since - This used to be obsolete
: 
: 
* Water Shader with Support - From 
* From for brushes+ AND models +
: 
::* On brushes this will use the Lightmap
::* On models with , this will use bumped lighting.
::* On models without , this will use Vertex Lighting.
::* In Models utilizing Model Lightmapping, will use the Lightmap. Regardless of whether or not is used.
==== Features that are being discarded ====
* and related - These features have been removed since and are obsolete.
: 
* $bumpmask and related
==== Features that won't be ported/recreated/revived ====
* $basealphaenvmapmaskminmaxexp from - This parameter is not yet documented on the VDC, it is also unclear what exactly it does...
* $EnvMapLightScaleMinMax from 
==== Not functional - FOR NOW ====
* - Non-Existant. Planned for later.
* - Non-Functional. Planned for later.
* - Non-Functional. Planned for later.
* $detailblendmode 10 & 11. - Non-Functional. Planned for later.
= Stock Shaders VS LUX =
== LightMappedGeneric ==
=== Stock Shader's ===
=== LUX_LightMappedGeneric ===
* $detailblendmode 1-9 works.
* $detailblendmode 10-11 planned.
* + works, used to be 
* + works ( does not work in ).
* + works.
* $selfillummask Exists now.
* Exists now.
* Exists now.
* $detailtexturetransform Exists now.
::
:::
: 
::
== VertexLitGeneric ==
=== Stock Shader's ===
==== Always ====
.
==== Without $Bumpmap ====
: 
==== With $Bumpmap ====
==== With $Phong ====
=== LUX_VertexLitGeneric ===
==== Without $Bumpmap ====
* $detailblendmode 10-11 planned. If possible.
* $selfillumfresnel Exists now.
* Exists now.
::
==== With $Bumpmap ====
* $detailblendmode 5-9 work.
* $detailblendmode 10-11 planned. If possible.
* Exists now.
* $selfillummask Exists now.
* Exists now.
* $selfillumfresnel + Works now.
==== With $Phong ====
* $detailblendmode 8-9 work now.
* $detailblendmode 10-11 planned. If possible.
* 
* 
::
* $phongwarptexture works. ( does not work in ).
* $phongalbedoboost Exists now. Used to be 
* $phongalbedoboost + Works. Does not work in .
* 
::
* Can now be not-masked by using a new parameter ($phongenvmapnomask)
* 
* $basemapalphaphongmask no longer makes ignore the .
::
* $selfillumfresnel + will no longer multiply the by 0.0f
* $phongdisablehalflambert Exists now. ( Used to be 
* $phongexponentfactor Exists now for . ( Used to be 
* $basemapluminancephongmask Exists now. ( Used to be 
* $phongalbedoboost Exists now. ( Used to be 
: