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Shader Reference

Shader Reference

Lumberyard includes the following physically-based rendering (PBR) shaders, which use real-world physical rules and properties to describe how light interacts with the surface of objects. This means that game object materials look realistic under all lighting conditions.

To access a shader

  1. In Lumberyard Editor, click Tools, Material Editor.

  2. In the left tree pane, select a material to work with.

  3. Under Material Settings, Shader, make a selection.

  4. Locate shader-specific parameters under Shader Params and associated Shader Generation Params.

Note
Some shader parameters become available (are visible) only if an associated shader generation parameter is first enabled. This is also true for certain texture map slots (file paths) under Texture Maps.


Shader NameDescription
Common.Cloud ShaderUse to render 3D clouds that use per-vertex gradient lighting and takes sun color, sky color, and viewer position into account.
DistanceClouds ShaderUse to render cheap 2D clouds that are distantly placed in a sky scene.
Eye ShaderUse to render realistic eyes that take sclera, cornea, iris, and eye moisture properties into account. Eyelash rendering is done using the Hair Shader.
GeometryBeam ShaderUse to create volumetric light beams that feature dust and turbulence effects.
Glass ShaderUse to render glass surfaces with various refractive, reflective, ripple, tint, and cracking effects.
Hair ShaderUse to render all hair and fur, imparting different color, stranding, and animation effects. Use to render eyelashes and eyebrows along with the Eye Shader for realistic eyes.
HumanSkin ShaderUse to render skin and it’s various physical properties including color, oiliness, pores, stubble, and wrinkles.
Illum ShaderThe most common shader - use to create an extremely wide variety of render effects.
LightBeam ShaderUse to create volumetric light beams that feature fog and other atmospheric effects.
Monitor ShaderUse to create retro television screen effects such as grain, noise, chroma shift, and interlacing. Useful for in-game displays.
NoDraw ShaderUse mainly for physics proxies, this shader does not render selected geometry.
ParticleImposter ShaderUse to create particle effects that are not affected by light and hence do not cast shadows or cause reflections.
Particles ShaderUse to render particle effects for fire, smoke, lightning, sparks, and fog that are affected by light and as such cast shadows and cause reflections.
Sky ShaderUse to render cheap static sky (SkyBox) effects.
SkyHDR ShaderUse to render realistic dynamic sky effects that change based on time of day in the level.
TemplBeamProc ShaderUse to create cheap fog-like effects for light beams.
Terrain.Layer ShaderUse for painting and blending terrain texture layers in a level.
Vegetation ShaderUse to render trees, bushes, grass, and other vegetation, as well as imparting various bending motion effects.
VolumeObject ShaderUse to render various volumetric objects such as clouds, fog, and smoke, and to impart realistic shading and self-shadowing effects.
Water ShaderUse to render the ocean exclusively, and to impart various reflection, ripple, and foam effects.
Waterfall ShaderUse to render waterfalls exclusively, and provides layering and tiling, as well as motion effects.
WaterVolume ShaderUse to render volumetric bodies of water including lakes, pools, and rivers, and to impart various reflection, ripple, and foam effects.