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WORLD_SHADER

source

NameValueDescription
WORLD_SHADER.COLOR0

Renders a solid color

WORLD_SHADER.DEFERRED_COLOR_TRANSPARENT6

Basically same as COLOR but goes through the deferred pipeline

WORLD_SHADER.DEFERRED_TEXTURE_COLOR7

Basically same as TEXTURE_COLOR but goes through the deferred pipeline

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_CURSED9

Same as DEFERRED_TEXTURE_COLOR but applies cursed color effect

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_EMISSIVE16

Same as DEFERRED_TEXTURE_COLOR but renders to the emissive channel

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_EMISSIVE_COLORIZED_GLOW22

Same as DEFERRED_TEXTURE_COLOR but renders heavy glow behind the texture

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_EMISSIVE_COLORIZED_GLOW_DYNAMIC_GLOW23

Basically same as DEFERRED_TEXTURE_COLOR_EMISSIVE_COLORIZED_GLOW

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_EMISSIVE_COLORIZED_GLOW_SATURATION24

Same as DEFERRED_TEXTURE_COLOR_EMISSIVE_COLORIZED_GLOW but renders texture as solid color

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_EMISSIVE_GLOW18

Same as DEFERRED_TEXTURE_COLOR but renders to the emissive channel with glow

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_EMISSIVE_GLOW_BRIGHTNESS20

Same as DEFERRED_TEXTURE_COLOR_EMISSIVE_GLOW_HEAVY but renders glow on top of the texture

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_EMISSIVE_GLOW_HEAVY19

Same as DEFERRED_TEXTURE_COLOR_EMISSIVE_GLOW but renders to the emissive channel with heavy glow

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_POISONED8

Same as DEFERRED_TEXTURE_COLOR but applies poison color effect

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_POISONED_CURSED10

Same as DEFERRED_TEXTURE_COLOR but applies poisoned and cursed color effect

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_TRANSPARENT11

Basically same as DEFERRED_TEXTURE_COLOR

WORLD_SHADER.DEFERRED_TEXTURE_COLOR_TRANSPARENT_CORRECTED12

Same as DEFERRED_TEXTURE_COLOR_TRANSPARENT but applies gamma correction to alpha channel

WORLD_SHADER.TEXTURE1

Renders a texture without applying the given color

WORLD_SHADER.TEXTURE_ALPHA_COLOR3

Renders a texture by interpreting its red channel as alpha and applying the given color

WORLD_SHADER.TEXTURE_COLOR2

The default shader to be used, just renders a texture with transparency and the given color

WORLD_SHADER.TEXTURE_COLORS_WARP5

Renders the texture, with "gamma correction" of the color channels and multiplying everything by the input color alpha only