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- // y'all ever run into the weird quirky issue where you try to apply a post process shader using blit but u don't fill the `_MainTex`
- // texture slot right away and some other random ass texture sneaks on in there and starts squatting on your desktop and hmd views
- // refusing to leave so you start looking into the issue only to find out that like every shader in the game uses a bunch of global
- // shader variables so you decided to decompile every shader in game version 1.29.1 to try and see wtf is going on and you end up
- // making a massive list of every single variable and texture that could possibly be a global what the frick ever and then list off
- // exactly which shader each global variable is tied to just in case anyone would ever need this information for some reason and then
- // think man wait why stop there lets figure out the grabpasses (there's only one lol) and also the stencil buffer stuff?
- // ...because I did
- // (guys i think i might be autistic)
- // - From 1.29.1
- // Shader Globals: -----------------------------------------------------------------------------------
- // $Globals ConstantBuffers for Vertex Shader
- uniform float4 _MainTex_ST; // From : "Custom/Rain","Custom/ScreenDisplacementHD","Custom/SliderNoteCrossedStrips","Hidden/BlitAdd", "Hidden/BlitTint","Hidden/HM/KawaseBlur","Hidden/MainEffect","Hidden/PostProcessing/Bloom"
- uniform float4 _MainTex_TexelSize; // From : "Hidden/HM/KawaseBlur","Hidden/MainEffect"
- uniform float _Speed; // From : "Custom/CloudsOpaque","Custom/Rain"
- uniform float _Height; // From : "Custom/Rain"
- uniform float _TopPosition; // From : "Unlit/HologramRays"
- uniform float _BottomPosition; // From : "Unlit/HologramRays"
- uniform float _ScaleInverse; // From : "Unlit/HologramRays"
- uniform float2 _UvPanning; // From : "Custom/CustomParticles","Custom/Rain","Custom/SliderNoteCrossedStrips"
- uniform float _GlobalRandomValue; // From : "Custom/BloomSkyboxQuad","Custom/Mirror","Custom/OpaqueNeonLight","Custom/Spectrogram"
- uniform float2 _GlobalBlueNoiseParams; // From : "Custom/BloomSkyboxQuad","Custom/Mirror","Custom/OpaqueNeonLight","Custom/Spectrogram"
- uniform float _StereoCameraEyeOffset; // From : "Custom/Beatmap Editor/ObstacleCore","Custom/BloomSkyboxQuad","Custom/Glowing","Custom/GlowingInstancedHD","Custom/GlowingInstancedLW","Custom/Mirror","Custom/ObstacleCoreLW","Custom/OpaqueNeonLight","Custom/ParametricBoxFakeGlow","Custom/ParametricBoxFrameHD","Custom/ParametricBoxFrameLW","Custom/Spectrogram","Custom/UnlitSpectrogram"
- uniform float2 _CustomFogTextureToScreenRatio; // From : "Custom/Beatmap Editor/ObstacleCore","Custom/BloomSkyboxQuad","Custom/Glowing","Custom/GlowingInstancedHD","Custom/GlowingInstancedLW","Custom/Mirror", "Custom/ObstacleCoreLW","Custom/OpaqueNeonLight","Custom/ParametricBoxFakeGlow","Custom/ParametricBoxFrameHD","Custom/ParametricBoxFrameLW","Custom/Spectrogram","Custom/UnlitSpectrogram"
- uniform float4x4 _VertexTransformMatrix; // From : "Custom/BloomPrePassLine"
- uniform float4x4 _InverseProjectionMatrix; // From : "Hidden/SkyGradient","Hidden/SkyGradient"
- uniform float4x4 _CameraToWorldMatrix; // From : "Hidden/SkyGradient","Hidden/SkyGradient"
- uniform float2 _TextureScrolling; // From : "Custom/Mirror"
- uniform float4 _NormalTex_ST; // From : "Custom/Mirror"
- uniform float4x4 _SpawnRotation; // From : "Custom/Beatmap Editor/BeatmapObject","Custom/NoteHD","Custom/NoteLW"
- uniform float4 _DitherTex_ST; // From : "Custom/Beatmap Editor/BeatmapObject","Custom/Beatmap Editor/DurationObject","Custom/Beatmap Editor/ObstacleCore"
- uniform float _CapUVSize; // From : "Custom/Parametric3SliceSprite"
- uniform float _AngleDisappearParam; // From : "Custom/ParametricBoxFakeGlow"
- uniform float _LightRimScale; // From : "Custom/SaberBlade"
- uniform float _LightRimOffset; // From : "Custom/SaberBlade"
- uniform float3 _RimPerpendicularAxis; // From : "Custom/SaberBlade"
- uniform float _NoiseSmallScale; // From : "Custom/SimpleLightning"
- uniform float _NoiseSpeedScale; // From : "Unlit/HologramRays"
- uniform float _NoiseOffsetScale; // From : "Unlit/HologramRays"
- uniform float _SmallScaleNoiseStrength; // From : "Custom/SimpleLightning"
- uniform float _SmallScaleNoiseScrollingSpeed; // From : "Custom/SimpleLightning"
- uniform float _NoiseBigScale; // From : "Custom/SimpleLightning"
- uniform float _BigScaleNoiseStrength; // From : "Custom/SimpleLightning"
- uniform float _BigScaleNoiseScrollingSpeed // From : "Custom/SimpleLightning"
- uniform float _Extrude; // From : "Custom/SimpleLightning"
- uniform float _EdgeFadeStrength; // From : "Custom/SimpleLightning"
- uniform float _XNoiseOffsetStrength; // From : "Custom/SimpleLightning"
- uniform float _TrackLaneYPosition; // From : "Custom/SliderNoteCrossedStrips"
- uniform float _AttractorFadeLength; // From : "Custom/SliderNoteCrossedStrips"
- uniform float _AttractorFadeOffset; // From : "Custom/SliderNoteCrossedStrips"
- uniform float _Width; // From : "Custom/SliderNoteCrossedStrips"
- uniform float _AttractorAttack; // From : "Custom/SliderNoteCrossedStrips"
- uniform float3 _PeakOffset; // From : "Custom/Spectrogram"
- uniform float _SpectrogramData[64]; // From : "Custom/Spectrogram"
- uniform float4 _Offset; // From : "Hidden/HM/KawaseBlur"
- uniform float _AlphaNoiseStrength; // From : "Unlit/HologramRays"
- uniform float _AlphaNoiseScale; // From : "Unlit/HologramRays"
- uniform float _AlphaNoiseSpeed; // From : "Unlit/HologramRays"
- uniform float _AvatarScaleInverse; // From : "Unlit/HologramRays"
- uniform float2 _WidthStartEnd; // From : "Unlit/HologramRays"
- // $Globals ConstantBuffers for Fragment Shader
- uniform float _GlobalRandomValue; // From : "Hidden/MainEffect"
- uniform float2 _GlobalBlueNoiseParams; // From : "Hidden/MainEffect"
- uniform float4 _Color; // From : "ClearBackground",
- uniform float4 _FinalColorMul; // From : "Custom/Beatmap Editor/BeatmapObject"
- uniform float4 _MainTex_ST; // From : "Custom/SaberBlade", "Custom/StarText","Custom/UISVColorPicker"
- uniform float4 _MainTex_TexelSize; // From : "Hidden/PostProcessing/Bloom"
- uniform float2 _MainTexSpeed; // From : "Custom/SaberBlade"
- uniform float _Brightness; // From : "Custom/SaberBlade"
- uniform float _CustomFogAttenuation; // From :
- uniform float _CustomFogOffset; // From :
- uniform float _FogStartOffset; // From :
- uniform float _FogScale; // From :
- uniform float _CustomFogHeightFogStartY; // From : "Custom/ParametricBoxFakeGlow","Custom/ParametricBoxFrameHD","Custom/Spectrogram"
- uniform float _CustomFogHeightFogHeight; // From : "Custom/ParametricBoxFakeGlow","Custom/ParametricBoxFrameHD","Custom/Spectrogram"
- uniform float _FogHeightScale; // From : "Custom/ParametricBoxFrameHD"
- uniform float _FogHeightOffset; // From : "Custom/ParametricBoxFrameHD"
- uniform float _BaseColorBoost; // From : "Custom/GlowingInstancedHD","Custom/GlowingInstancedLW","Custom/OpaqueNeonLight","Custom/TransparentNeonLight","Hidden/MainEffect"
- uniform float _BaseColorBoostThreshold; // From : "Custom/GlowingInstancedHD","Custom/GlowingInstancedLW","Custom/OpaqueNeonLight","Custom/TransparentNeonLight","Hidden/MainEffect"
- uniform float _BloomIntensity; // From : "Hidden/MainEffect"
- uniform float _AdditiveAlpha; // From : "Hidden/HM/KawaseBlur"
- uniform float _Boost; // From : "Hidden/HM/KawaseBlur"
- uniform float _ColorBoost; // From :
- uniform float _WhiteBoost; // From :
- uniform float _BloomIntensity; // From :
- uniform float _Intensity; // From : "Custom/CustomParticles", "Custom/Rain","Custom/SliderNoteCrossedStrips"
- uniform float _Progress; // From : "Custom/StarText"
- uniform float _Alpha; // From : "Custom/StarText","Hidden/BlitAdd","Unlit/HologramRays"
- uniform float _AlphaMultiplier; // From : "Custom/CustomParticles","Custom/Rain","Custom/SliderNoteCrossedStrips"
- uniform float _AlphaWeights; // From : "Hidden/PostProcessing/Bloom"
- uniform float4 _TextureSampleAdd; // From : "Custom/CustomUI"
- uniform float4 _ClipRect; // From : "Custom/CustomUI"
- uniform float _FadeOutStrength; // From : "Custom/FadeOutTexture"
- uniform float _FadeStartNormalizedDistance; // From : "Custom/Glowing Pointer"
- uniform float _BumpIntensity; // From : "Custom/Mirror"
- uniform float _Smoothness; // From : "Custom/Beatmap Editor/BeatmapObject"
- uniform float _ReflectionIntensity; // From : "Custom/Mirror"
- uniform float _FinalColorMul; // From : "Custom/NoteHD", "Custom/NoteLW"
- uniform float4 _SimpleColor; // From : "Custom/NoteHD", "Custom/NoteLW"
- uniform float4 _TintColor; // From : "Custom/Beatmap Editor/ObstacleCore","Custom/ObstacleCoreLW","Custom/SaberBlade","Custom/ScreenDisplacementHD","Hidden/BlitTint"
- uniform float4 _AddColor; // From : "Custom/Beatmap Editor/ObstacleCore","Custom/ObstacleCoreLW","Custom/ScreenDisplacementHD"
- uniform float _TintColorAlpha; // From : "Custom/Beatmap Editor/ObstacleCore","Custom/ObstacleCoreLW"
- uniform float3 _Size; // From : "Custom/Beatmap Editor/ObstacleCore",
- uniform float _DisplacementStrength; // From : "Custom/ScreenDisplacementHD"
- uniform float _DisplacementAlphaMul; // From : "Custom/ScreenDisplacementHD"
- uniform float4 _TextureSampleAdd; // From : "Custom/UISVColorPicker"
- uniform float4 _ClipRect; // From : "Custom/UISVColorPicker"
- uniform float _SpectrogramScale; // From : "Custom/UnlitSpectrogram"
- uniform float _SpectrogramData[64]; // From : "Custom/UnlitSpectrogram"
- uniform float4 _DitherMult; // From : "Custom/Beatmap Editor/BeatmapObject","Custom/Beatmap Editor/DurationObject"
- // Global Textures
- uniform sampler2D _GlobalBlueNoiseTex;
- uniform sampler2D _GlobalBlueNoiseTex;
- uniform sampler2D _GlobalIntensityTex;
- uniform sampler2D _BloomPrePassTexture;
- // Texture params for Vertex Shader
- sampler2D _TimingTex; // From : "Custom/SimpleLightning","Custom/SimpleLightning"
- sampler2D _NoiseTex; // From : "Custom/SimpleLightning","Custom/SimpleLightning"
- // Texture params for Fragment Shader
- sampler2D _MainTex; // From : "Custom/BloomPrePassLine","Custom/ParametricBoxFakeGlow","Custom/Rain","Custom/SaberBlade","Custom/SimpleLightning","Custom/SliderNoteCrossedStrips","Custom/StarText","Custom/UISVColorPicker","Hidden/BlitAdd","Hidden/BlitTint","Hidden/MainEffect","Hidden/PostProcessing/Bloom"
- sampler2D _BloomTex; // From : "Hidden/MainEffect"
- sampler2D _NormalTex; // From : "Custom/Mirror"
- sampler2D _ReflectionTex; // From : "Custom/Mirror"
- sampler2D _GradientTex; // From : "Hidden/SkyGradient","Hidden/SkyGradient"
- sampler2D _GlobalBlueNoiseTex; // From : "Custom/BloomSkyboxQuad","Custom/Mirror","Custom/Spectrogram", "Hidden/MainEffect"
- sampler2D _GrabTexture1; // From : "Custom/ScreenDisplacementHD"
- samplerCUBE _EnvironmentReflectionCube; // From : "Custom/Beatmap Editor/BeatmapObject"
- sampler2D _DitherTex; // From : "Custom/Beatmap Editor/BeatmapObject","Custom/Beatmap Editor/DurationObject,"Custom/Beatmap Editor/ObstacleCore"
- // GrabPass: -----------------------------------------------------------------------------------
- GrabPass {
- "_GrabTexture1"
- }
- // help it took me way too long to realize they're all the same so I just kept going :'(
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