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SHADER Assetto Corsa Shaders, Texture maps list

DanTDBV

Member
Ohh, what a bee hive this is. So many possibilities and close to zero knowledge. I am in the process of changing that.

No wonder with 78 different shaders, 26 of them dissabled.

I am starting this thread, because I need to put this information, into something I can understand and sort out. I am doing the work, so I think that I might as well share it.
If I by sharing this, can ease the journey, for others into this subject, then I will be more happy.

To make this more managable, I am working on 2 lists. This one with the different texturemaps, that each shader can use and the other one, about what purposes the shaders can be used for.

This is very much a work in progress and any help will be very much appreciated.
This first post will be updated, as I gain more knowledge and time allows.

AC shader information is ammongst others available here:

Proper technique in track making + tips
http://www.assettocorsa.net/forum/i...er-technique-in-track-making-plus-tips.27180/

Track Materials / Shaders
http://www.assettocorsa.net/forum/index.php?threads/track-materials-shaders.10174/

Car materials / shaders / modelling stuff (Add your knowledge here)
http://www.assettocorsa.net/forum/i...odelling-stuff-add-your-knowledge-here.19704/

I very much appreciate the work, done in these threads.

Questions about techniques, should be asked in the Track Materials / Shaders and Car materials / shaders threads.

*shaders dissabled in Assetto Corsa Editor/system/cfg/shader_filter_list.txt. Enable by deleting line in txt file.

rc is recommended dds compression.

Example: Note! At the moment NOT! Correct information!

ksMultilayer_fresnel_nm.shader
  • txDiffuse Ye basic, no frills, base texture, contains alpha layer rc DXT5
  • txDiffuse Ye basic, no frills, base texture, no alpha layer rc DXT5
  • txMask bla bla bla rc DXT1
  • txDetailR Tobla tobla tobla rc DXT5
  • txDetailG Gip gip gip rc DXT4
  • txDetailB Gupi gupi gupi rc DXT2
  • txDetailA Long explanation Long explanation Long explanation Long explanation Long explanation Long explanation rc DXT1
  • txDetailNM Bup bupbup blabber rc DXT3
Ground shaders (asphalt, tarmac, sand, etc.):

*ksIdealLine.shader
  • txDiffuse Ye basic, no frills, base texture
*ksSkidMark.shader
  • txDiffuse
Object shaders (trees, grass, buildings, poles, fences, etc.):

ksGrass.shader
  • txDiffuse
  • txVariation
ksFlags.shader
  • txDiffuse
ksTree.shader
  • txDiffuse
The air shaders:

ksSky.shader
ksSkyBox.shader
  • txClouds
ksSkyCubemap.shader
ksClouds.shader
  • txDiffuse
*ksPostFOG.shader
  • txDiffuse
  • txDepth
Car shaders:

ksBrakeDisc.shader
  • txDiffuse
  • txNormal
  • txGlow
  • txBlur
  • txNormalBlur
ksBrokenGlass.shader
  • txDiffuse
  • txNormal
ksCarPaintSimple.shader
  • txDiffuse
ksTyres.shader
  • txDiffuse
  • txNormal
  • txDirty
  • txBlur
  • txNormalBlur
ksWindscreen.shader
  • txDiffuse
newStefano_ksTyres.shader
*ksFakeCarShadows.shader
  • txDiffuse
*ksFakeCarShadowsGen.shader
*ksCircularRPM.shader
  • txDiffuse
  • txDiffuseON
Multiple use shaders:

ksPerPixel.shader
  • txDiffuse
ksPerPixel_dual_layer.shader
  • txDiffuse
  • txLayer1
  • txLayer1_Mask
ksPerPixel_nosdw.shader
  • txDiffuse
ksPerPixelAlpha.shader
  • txDiffuse
ksPerPixelAT.shader
  • txDiffuse
ksPerPixelAT_NM.shader
  • txDiffuse
  • txNormal
ksPerPixelAT_NS.shader
  • txDiffuse
ksPerPixelMultiMap.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksPerPixelMultiMap_AT.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksPerPixelMultiMap_AT_NMDetail.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txNormalDetail
ksPerPixelMultiMap_damage.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txDamage
ksPerPixelMultiMap_damage_dirt.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txDamage
  • txDust
  • txDamageMask
ksPerPixelMultiMap_NMDetail.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txNormalDetail
ksPerPixelMultiMapSimpleRefl.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksPerPixelNM.shader
  • txDiffuse
  • txNormal
ksPerPixelNM_UV2.shader
  • txDiffuse
  • txNormal
ksPerPixelNM_UVMult.shader
  • txDiffuse
  • txNormal
ksPerPixelReflection.shader
  • txDiffuse
ksPerPixelSimpleRefl.shader
  • txDiffuse
ksMultilayer.shader
  • txDiffuse
  • txMask
  • txDetailR
  • txDetailG
  • txDetailB
  • txDetailA
ksMultilayer_fresnel_nm.shader
  • txDiffuse
  • txMask
  • txDetailR
  • txDetailG
  • txDetailB
  • txDetailA
  • txDetailNM
ksMultilayer_objsp.shader
  • txDiffuse
  • txMask
  • txDetailR
  • txDetailG
  • txDetailB
  • txDetailA
I don't know use, yet shaders:

GL.shader
GL2D.shader
ksColourShader.shader
ksMegaShader.shader
  • txDiffuse
ksMSDepthResolve.shader
  • txDepth
ksOrenNayar.shader
  • txDiffuse
ksOculusVR
  • Texture
ksOculusVR2
  • Texture
ksPostFOG_MS.shader
  • txDiffuse
  • txDepth
ksShadowGen_debug.shader
ksSimpleShader.shader
  • txDiffuse
ksSkinnedMesh.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
ksSkinnedMesh_NMDetaill.shader
  • txDiffuse
  • txNormal
  • txMaps
  • txDetail
  • txNormalDetail
ksTest.shader
ksYebisBlur
  • txBlurredDepth
  • txFinalDepth
ksYebisBlur_MS
  • txBlurredDepth
  • txFinalDepth
ksYebisPreDof
  • txDiffuse
  • txDepth
Dissabled shaders:

*GLTextured.shader
  • txDiffuse
*ksCameraDirt.shader
  • txDiffuse
*ksFont.shader
  • txDiffuse
*ksFXAA Has 6 texture slots, all with the same name: txCurrent

*ksFXAA_0.shader

*ksFXAA_1.shader

*ksFXAA_2.shader

*ksFXAA_3.shader

*ksFXAA_4.shader

*ksFXAA_5.shader

*ksHighPass.shader
  • txDiffuse
  • txDownsampled
*ksParticle.shader
  • txDiffuse
*ksPostAdaptLum.shader
  • txDiffuse
  • txNewLuma
*ksPostBlur.shader
  • txDepth
  • txSrc
*ksPostBlur_MS.shader
  • txDepth
  • txSrc
*ksPostBlurH.shader
  • txDiffuse
*ksPostBlurRadial.shader
  • txDepth
  • txSrc
*ksPostBlurRadialMS.shader
  • txDepth
  • txSrc
*ksPostBlurV.shader
  • txDiffuse
*ksPostBW.shader
  • txCurrent
*ksPostCopy.shader
  • txDiffuse
*ksPostCopyLuma.shader
  • txDiffuse
*ksPostToneMap.shader
  • txDiffuse
  • txBloom
  • txDownsampled
*ksSelectedMesh.shader
*ksShadowGen.shader
*ksShadowGenAT.shader
  • txDiffuse
*ksShadowGenSKIN.shader


I hope that someone are going to find this usefull.

Happy AC Modding
 

RC45

New Member
Looks great.

OK - hopefully this little tidbit will be of help to someone else.

With regard to manipulating shaders and textures in ksEditor -- VERY IMPORTANT!!!!!!

To give the ksEditor the best chance of actually opening and loading up the shader and texture values you wanted the fbx.ini file to provide from your track editor (for example 3DSimED) there must be NO errors or omissions or invalid textures or mislabeled objects or materials or duplicate IDs etc.!!!!

The source of all my inconsistent behaviour of the ksEditor with regard to loading preset texture and shader values all came down to either having a TGA or PNG or missing texture or having bad object names in the CAD scene.

IOW if the CAD scene is perfect, then the FBX will be perfect and the fbx.ini will be perfect and the ksEditor will load up all the values correctly and then you can just use the ksEditor as a texture and shader cleanup tool - then export the KN5!

I hope this tip will save someone else hours of frustration as you keep having to redo the shaders in the ksEditor even though you just did them in 3DSimED.
 
Last edited:

Pixelchaser

Well-Known Member
ive never used it but the Oren Nayar shader should be for creating reflectivity on rough surfaces. aatleast that's what oren and nayar created it for.... now I think about it it might work for my seascape textures. must try that.
 

luchian

Administrator
Staff member
Great initiative @DanTDBV ! Thank you for sharing. There are a lot of shaders that I didn't even touched yet. In the same time, I doubt that Kunos them selfs use them all. I tend to think they were just gathered there along dev line, and never been discarded.

All in all, it would definitely be useful to know the power of each one so we can better decide what might fit a particular situation. Thanks again.

One observation.

*ksSkidMark.shader
  • txDiffuse
I tend to think this is used by the player's skid marks - the ones done live in AC. So I would only post it for information, but not to actually use for road, tarmac.
 

Pixelchaser

Well-Known Member
skinned mesh mostly refers to deformable meshes and the changes required. I guess damage could be covered by this, but I think its redundant and not used generally as part of yebis effects. but also it could be related to vertex painted meshes maybe.
 

DanTDBV

Member
Thank you RC45

Would you mind if I post your tip, in these Materials /shaders threads?

Track Materials / Shaders
http://www.assettocorsa.net/forum/index.php?threads/track-materials-shaders.10174/

Car materials / shaders / modelling stuff (Add your knowledge here)
http://www.assettocorsa.net/forum/index.php?threads/car-materials-shaders-modelling-stuff-add-your-knowledge-here.19704/

I would post it like this:

With thanks to RC45 over at AsettoCorsaMods.net

OK - hopefully this little tidbit will be of help to someone else.

With regard to manipulating shaders and textures in ksEditor -- VERY IMPORTANT!!!!!!

To give the ksEditor the best chance of actually opening and loading up the shader and texture values you wanted the fbx.ini file to provide from your track editor (for example 3DSimED) there must be NO errors or omissions or invalid textures or mislabeled objects or materials or duplicate IDs etc.!!!!

The source of all my inconsistent behaviour of the ksEditor with regard to loading preset texture and shader values all came down to either having a TGA or PNG or missing texture or having bad object names in the CAD scene.

IOW if the CAD scene is perfect, then the FBX will be perfect and the fbx.ini will be perfect and the ksEditor will load up all the values correctly and then you can just use the ksEditor as a texture and shader cleanup tool - then export the KN5!

I hope this tip will save someone else hours of frustration as you keep having to redo the shaders in the ksEditor even though you just did them in 3DSimED.


Or you could post it yourselve.

I think that it is, the right places for it. Maybe also here:

Proper technique in track making + tips
http://www.assettocorsa.net/forum/index.php?threads/proper-technique-in-track-making-plus-tips.27180/


Happy AC Modding
 

DanTDBV

Member
He he Pixelchaser

You are working ahead of my intentions.

I have decided that I will make 2 more threads about AC shaders

One I would call Assetto Corsa shaders, settings list

As I find out of it, I will add descriptions, of what the different settings do.

ksPerPixelMultiMap_damage.shader
  • ksAmbient Ambient light multiplier. Range [0, +inf)
  • ksDiffuse Diffuse light multiplier. Range [0, +inf)
  • ksSpecular Specular light multiplier. Range [0, +inf)
  • ksSpecularEXP
  • ksEmissive
  • ksAlphaRef
The other would be Assetto Corsa shaders, what can be used where list.

Here I would list the shaders again, this time with the different things, it can be used for.

ksPerPixelMultiMap.shader
  • So and so
  • This and that
  • and so forth
Happy modding
 
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