1) Diffuse
No texture, just diffuse colour
2) BlendAlphaDiff
No texture, vertex alpha blending with diffuse colour
3) AddAlphaDiff
No texture, additive vertex alpha with diffuse colour
4) Tex
Texture mapped, no lighting applied
5) TexDiff
Texture mapped with single texture, diffuse colour applied
6) BlendTexAlphaDiff
Texture mapped, with diffuse colour, with vertex alpha blending
7) AddTexAlphaDiff
Texture mapped, with diffuse colour, with additive vertex alpha
8) BlendATex
Texture mapped, no lighting applied, using alpha blending from texture's alpha channel
9) AddATex
Texture mapped, no lighting applied, using additive alpha from texture's alpha channel
10) BlendATexDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel
11) BlendATexDiffTrans
Texture mapped, diffuse colour, alpha blending from texture's alpha channel, pixels with alpha=0 are transparent (e.g. alphaed fences).
12) AddATexDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel
13) BlendATexAlphaDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel combined with vertex alpha
14) AddATexAlphaDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel combined with vertex alpha
15) AddDiffuse
No texture, with diffuse colour, using additive alpha
16) AddTex
Texture mapped, no lighting applied, using additive alpha
17) AddTexDiff
Texture mapped, with diffuse colour, using additive alpha
18) DualTexDiffVAlpha
Dual textured, with diffuse colour, using vertex alpha to blend between textures
19) DualTexDiffTAlpha
Dual textured, with diffuse colour, using second texture's alpha channel to blend between textures
20) DualTexDiffTrans
Dual textured, with diffuse colour, using second texture's transparency
21) DualTexDiffAdd
Dual textured, with diffuse colour, using additive alpha for second texture
22) DualBlendATexDiffAdd
Dual textured, with diffuse colour, using alpha blending for first pass and additive alpha for second pass
23) Invisible
Nothing is drawn - use for invisible collision barriers
24) DualTexDiffStencilAdd
Dual textured, with diffuse colour, using additive alpha for second texture only where first texture has solid alpha
25) DualTexDiffStencilBlend
Dual textured, with diffuse colour, using blended alpha for second texture only where first texture has solid alpha
26) DualAddATexDiffDestBlend
Dual textured, diffuse colour, first pass additive, and second pass blended alpha with the alpha of the first texture (e.g. puddles).
27) BridgeSplit
Not drawn. Use to define areas where track crosses over itself.
28) EmbossBumpmap
Bumpmap for Train 2 prototype or something like that
29) TripleTexDiffAddAdd
Triple textured, 2nd and 3rd passes are drawn additively
30) TripleGlossMap
Triple texture, 2nd pass contains gloss map in alpha channel, 3rd pass (reflection) texture drawn additively
31) TripleGlossMapWithLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively affected by lightmaps if used
32) TripleGlossMapWithoutLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively not affected by lightmaps if used
33) DualTexDiffAddWithLightIntens
Add second pass to first pass, brightness of second pass affected by lightmaps if used
34) DualTexDiffAddWithoutLightIntens
Add second pass to first pass, brightness of second pass not affected by lightmaps if used
35) TripleTexDiffTAlpha
Triple textured, with diffuse colour, using each texture's alpha channels to blend between each pair of passes
36) TripleTexDiffVAlpha
Triple textured, with diffuse colour, using same vertex alpha to blend between each pair of passes
37) TripleTexDiffTAlphaVAlpha
Triple textured, with diffuse colour, pass 2 uses texture alpha for blending, pass 3 uses vertex alpha for blending
38) TripleTexDiffVAlphaTAlpha
Triple textured, with diffuse colour, pass 2 uses vertex alpha for blending, pass 3 uses texture alpha for blending
39) DualTexDiffInvisibleStencilBlend
Dual textured, with diffuse colour, first pass invisible, second pass alphaed using alpha of first pass texture
40)TrainBasicObjectDiffuse.fx
Single texture, dynamic lighting. TEX1 RGB Diffuse
41) TrainBasicObjectSpecular.fx
Texture, colour modulated specular. TEX1 RGB Diffuse, TEX2 RGB Specular Colour map
42) TrainBumpEnv.fx
Textured, normal mapped, environment mapped. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
43) TrainBumpEnvMask.fx
Textured, normal mapped, masked environment map. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map, TEX3 Cubic environment
44) TrainBumpSpec.fx
Textured, normal mapped, specular. TEX1 RGB Diffuse, TEX2 RGB Normal map
45) TrainBumpSpecMask.fx
Textured, normal mapped, masked specular. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map
46) TrainBumpSpecEnv.fx
Textured, normal mapped, environment map and specular. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
47) TrainBumpSpecEnvMask.fx
Textured, normal mapped, masked environment map and specular. TEX1 RGB Diffuse A Env/Spec mask, TEX2 RGB Normal map, TEX3 Cubic environment
48) TrainFlora.fx
Ambient lighting, single texture. TEX1 RGB Diffuse
49) TrainGlass.fx
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A Translucency, TEX2 Cubic environment map
50) TrainLightMapWithDiffuse.fx
Diffuse tex, lightmap, dynamic lighting. TEX1 RGB Diffuse, TEX2 RGB Lightmap
51) TrainVertexLit.fx
Diffuse tex, vertex lighting only. TEX1 RGB Diffuse
52) TrainVertexLitWithDiffuse.fx
Diffuse tex, vertex lighting, dynamic lighting. TEX1 RGB Diffuse
53) TrainSkyDome.fx
Skydome
54) SkinAmbient.fx
Single colour skinned
55) SkinDiffuse.fx
Textured skinned. TEX1 RGB Diffuse
56) SkinSpecular.fx
Textured, specular and skinned. TEX1 RGB Diffuse
57) SkinNormal.fx
Textured, normal mapped, specular and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map
58) SkinGloss.fx
Textured, normal mapped, specular with gloss map, and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 RGB Gloss map
59) SkinRESERVED1.fx
RESERVED FOR FUTURE USE
60) SkinRESERVED2.fx
RESERVED FOR FUTURE USE
61) SkinRESERVED3.fx
RESERVED FOR FUTURE USE
62) StencilShadow.fx
Stencil shadow objects, material must begin with shadow_ to be detected
63) TrainBumpEnv.fx
Textured, vertex environment mapped. TEX1 RGB Diffuse, TEX2 Cubic environment
64) TrainBumpEnvMask.fx
Textured, masked vertex environment map. TEX1 RGB Diffuse A Env mask, TEX2 Cubic environment
65) LoftBump.fx
Diffuse texture and normal map
66) LoftBumpAlpha.fx
Diffuse texure with alpha and normal map
67) LoftBumpTrans.fx
Diffuse texture with 1-bit alpha and normal map
68) TrainViewFacingFlora.fx
Single texture, globally lit, view facing
69) TrainUprightViewFacingFlora.fx
Single texture, globally lit, upright view facing
70) WaterCubeMap.fx
Splish
71) TrainSpecEnv.fx
Textured, vertex environment mapped with specular. TEX1 RGB Diffuse, TEX2 Cubic environment
72) TrainSpecEnvMask.fx
Textured, masked vertex environment mapped with specular. TEX1 RGB Diffuse A Env & Spec mask, TEX2 Cubic environment
73) WaterScenery.fx
Water with normal map, diffuse and cubic reflection map. TEX1 Normal Map TEX2 RGB Diffuse A Translucency, TEX3 Cubic environment map
74) TrainEmissiveGlow.fx
Textured, with emmisive glow. TEX1 diffuse, TEX2 emissive mask
75) TrainLightBumpSpecMask.fx
Textured with normal map and light map, plus specular mask. TEX1 Diffuse, TEX2 RGB Normal Map, A specular mask, TEX3 light map
76) LoftTexDiffSpec.fx
Diffuse texture, fixed specular for lofts
77) Stars.fx
Sky Dome specific star layer shader
78) Clouds.fx
Sky dome specific cloud layer shader
79) TrainGlassWeatherEffects.fx
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A Translucency, TEX2 Cubic environment map, TEX3 Normal texture placeholder, TEX4 Backbuffer placeholder
80) TrainDecal.fx
Special shader for rendering decals
81) TrainShadowOnly.fx
Special shader that doesn't render anything, but casts shadows
82) TrainPostDPPObjectDiffuse.fx
Diffuse shader used to draw geometry after deferred post processing. Use for thin geometry such as wires for better anti-aliasing
83) LoftPostDPPTexDiffSpec.fx
Diffuse shader used to draw lofts after deferred post processing. Use for thin geometry such as wires for better anti-aliasing
84) LoftTunnelTexDiff.fx
Tunnel loft shader
85) LoftTunnelTexDiffTrans.fx
Tunnel loft shader with transparency channel
86) LoftTunnelBumpSpec.fx
Tunnel loft shader with bump and specular
87) TrainViewFacingUnlit.fx
Unlit view facing shader
88) TrainShadowOnlyDiffuse.fx
Special shader that doesn't render anything, but casts shadows. TEX1 A Transparency
89) TrainUberShader.fx
3 Channels, diffuse, bump and aux (r - ao, g - emissive, b - environment, a - specular)
90) WaterFlow.fx
Flowing version of WaterCubeMap for flowing river lofts
91) SkinDiffusePallete2.fx
Palletised version of SkinDiffuse.fx. TEX1 rg - masks, b - ignored, a - lum. TEX2 and TEX3 pallete textures