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Shader_Reference#545809

<cat>Code.Shader</cat> <title>Shader Reference</title> # Variables Variables will show up in Material Editor. They're defined like this. ``` float3 g_vColorTint < UiType( Color ); Default3( 1.0, 1.0, 1.0 ); UiGroup( "Color,10/20" ); >; ``` ## UiType Describes how the variable should be represented in the editor. |Name|Description| |-----|----------| | VectorText | Text boxes and sliders (this is the default) | | Slider | A slider type. Usually combined with a Range setting. | | Color | A Color picker, works on float3 or float4. | | Texture | A texture picker | | CheckBox | On or off, generally used on bool | ## Default The Default lets you specify the default value for the variable. If you're filling a `float2`, it should be `Default2`, if you're filling a `float4` it should be `Default4` etc. ## UiGroup The UiGroup is used to sort the variable into a group, subgroup and define its order. So for example, given this.. ``` float4 BorderColorL < UiType( Color ); Default4( 0.0, 0.0, 0.0, 1.0 ); UiGroup( "Border,10/Colors,10/1" ); >; float4 BorderColorT < UiType( Color ); Default4( 0.0, 0.0, 0.0, 1.0 ); UiGroup( "Border,10/Colors,10/2" ); >; float4 BorderColorR < UiType( Color ); Default4( 0.0, 0.0, 0.0, 1.0 ); UiGroup( "Border,10/Colors,10/3" ); >; float4 BorderColorB < UiType( Color ); Default4( 0.0, 0.0, 0.0, 1.0 ); UiGroup( "Border,10/Colors,10/4" ); >; ``` You end up with this <upload src="1/8d89e07e3fc960b.png" size="16898" name="image.png" /> The format is: ``` Heading,Order / Group,Order / VariableOrder ```