Shaders Project
 for Crysis Wars (CryEngine 2)

INDEX

Latest shaders pack

DOWNLOADS build 170124

supported DX10 only, 
Crysis Wars Engine edition

Previous versions:

build 190623

build 100423

build 060223

build 210123

How to use shaders pack?
Download the latest archive of shaders pack, unzip and place pak file to game folder , if you have a problem with textures need to rename or delete the ShadersCache.pak. Shaders pack is standalone package and does not need the original(CW) shaders.pak file, rename or delete the original pack file before use it. Pack is included original CW shaders, xZero shaders and new modified shaders with materials examples. All example materials located in the                                                                                    Material Editor (Materials/_Shader_Pack_Demo_Materials)

Official discord thread

Sandbox 2 manual

Shaders manual

Ocean water shader 

Description: Ocean water shader- This is new shader. Use it for ocean.
Ocean params example:
Texture maps
Diffuse not use
Specular Specular texture (water surface)
Bumpmap extra bump map texture 
Normalmap not use
Environment environment cube map texture
Detail not use
Opacity not use
Decal not use
Subsurface not use
Custom foam diffuse texture
[1] Custom Secondary foam texture
Shader parameters (*SGP- Shaders generation Params checkbox)
Shader Params Dependence Description
FFT tilling - Tilling FFT texture
Tilling
Detaid bump tilling
High freq Scale Extra Ocean detail SGP
Low freq detail scale -
Bump scale -
Ocean waves variation Extra ocean transform SGP
Gradient scale Extra ocean transform SGP
SS Tilling
Foam multiplier Foam SGP
Foam threshold Foam SGP
Foam mix Foam SGP Mix level between foam layer1 and layer 2
Foam size Foam SGP 1 layer foam size (near beach)
Foam bump scale Foam SGP Foam bump scale
Soft intersection factor
Reflection amount
Reflection bump scale Reflection bump level
Refraction bump scale
WhiteCaps amount currently working incorrect
Fresnel bias
Fresnel power
Sun multiplier
Subsurface color Extra subsurface param SGP
Sand multiplier Sand drifting SGP Sand multiplier
Shader Generation parameters
Shader Generation Param Dependence Description
Sunshine Enable sunshine
Fake camera movement - Fake camera movement
No refraction bump - no refraction
Rain drops - enable rain drops generation
Shore FX - shore effect
No foam - disable foam rendering
Extra ocean detail rendering extra water detail
Extra ocean transform - additional water surface transform
Extra Subsurface $Specular texture extra subsurface water color
Foam type 2 $custom- foam1 texture, #custom1- foam2 texture additional foam render
Sand drifting Enable underwater sand drifting
Lerp/Dot Foam Foam mix function, checked- using lerp, unchecked-dot function

WaterSurface_DEV Shader

params example:
Description: WaterSurface_DEV- This is modified shader. Use it for rive object and water volume.
WaterSurface- old Crysis classic shader.

Texture maps

Diffuse not use
Specular Specular texture (water surface)
Bumpmap not use
Normalmap not use
Environment environment cube map texture
Detail noise texture
Opacity not use
Decal not use
Subsurface mask texture
Custom foam1 texture
[1] Custom foam2 texture

Shader parameters

Shader Params Dependence Description
Waves movement speed - waves speed
Bump map scale bumpmap texture bump map scale
Waves scale
Reflect amount - amount of reflection on the water
Fresnel bias - determines how much reflection vs. refraction is visible
Sun shine glossiness
Sun multiplier -
Transparency Ratio
Soft intersection factor -
Foam Factor -
Foam multiplier
Foam tilling foam texture tilling
Foam mix mix color (balance) between foam1 and foam2 textures
mask tilling $Subsurface- foam mask texture mask texture tilling
Mask bump tilling
Subsurface multiplier $custom- foam1 texture, #custom1- foam2 texture
Subsurface color

Shader Generation parameters

Shader Generation Param Dependence Description
Water Volume Use for water volume
Sunshine Specular texture enables sunshine reflection on the water surface
Real-time Reflection - enable real time reflection on the water surface
No vertex fog -
No flow - disable flow
Rain drops - enable rain drops on the water surface
Foam $Subsurface- foam mask texture, $custom- foam1 texture, #custom1- foam2 texture enable foam generation
Sun shading - enable sun shading
Invert mask $Subsurface- foam mask texture invert mask texture
Stop mas moving - do not moving mask texture
Subsurface enable subsurface render

WaterVols_DEV Shader

River params example:
WaterVolume params example:
Description: WaterVols_DEV- This is modified shader. Use it for rive object and water volume.
WaterVols- old Crysis classic shader.

Texture maps

Diffuse not use
Specular Specular texture (water surface)
Bumpmap bump map texture (water surface)
Normalmap not use
Environment environment cube map texture
Detail not use
Opacity not use
Decal not use
Subsurface mask texture
Custom foam1 texture
[1] Custom foam2 texture

Shader parameters

Shader Params Dependence Description
Waves movement speed - waves speed 
Tilling - waves tilling
Bump map scale bumpmap texture bump map scale
Reflect amount - amount of reflection on the water
Fresnel bias - determines how much reflection vs. refraction is visible
Sun multiplier -
Soft intersection factor -
Refraction bump scale -
Texture tilling foam1, foam2 textures foam texture l
Blend amount foam1, foam2, mask textures foam sum and mask textures blend amount
mask tilling $Subsurface- foam mask texture mask texture tilling
Foam bump tilling - foam bump tilling
foam factor - additional foams mixer with water depth dependencies (experimental)
foam multiplier foam multiplier
Foam mix $custom- foam1 texture, #custom1- foam2 texture mix color (balance) between foam1 and foam2 textures
Water Color reserved

Shader Generation parameters

Shader Generation Param Dependence Description
Water Volume Use for water volume
Sunshine Specular texture enables sunshine reflection on the water surface
Real-time Reflection - enable real time reflection on the water surface
No vertex fog -
No flow - disable flow
Rain drops - enable rain drops on the water surface
Foam $Subsurface- foam mask texture, $custom- foam1 texture, #custom1- foam2 texture enable foam generation
Sun shading - enable sun shading
Invert mask $Subsurface- foam mask texture invert mask texture

Swamp shader 

Description: Swamp shader- This is new shader. Use it for water volume object.

Texture maps

Diffuse main diffuse texture
Specular Specular texture (water surface)
Bumpmap main bump map texture 
Normalmap not use
Environment environment cube map texture
Detail 3D noise texture (perlin noise)
Opacity not use
Decal not use
Subsurface mask texture
Custom Secondary diffuse texture
[1] Custom Secondary bump map texture

Shader parameters

Shader Params Dependence Description
Bump tilling - Water waves speed
Mask tilling mask texture mask texture tilling
Waves tilling bump map scale
Texture tilling main texture, secondary texture tilling for main and secondary textures
Bump strenght -
Texture amount - Mask texture amount
Texture density - mix mask color, mask texture, blending color and main texture( mega mixer)*
Tex blending color - additional mask color
Mask color mask texture additional mask color
Soft intersection factor - Soft intersection

Example the final render of swamp surface with using environment map textures/cubemaps_water/recue_tank.dds

Fur Shader

Description: Fur shader- Simulation fur

Texture maps

Diffuse not use
Specular Specular texture (water surface)
Bumpmap bump map texture (water surface)
Normalmap not use
Environment environment cube map texture
Detail not use
Opacity not use
Decal not use
Subsurface mask texture
Custom foam1 texture
[1] Custom foam2 texture

step 1. Create a scre​enshot of yours level from Editor 

step 2. ​ Attache color chart reference image (located: ​/textures/ColorCharts/rgbChart.bmp). Adjust image in gimp (for example) or using any editor.

step 3. ​Export image to `tif` and converting it to colorchart image using ColorChart template (CE3!! with ce3 resource compiller)

step 3. ​Close Sandbox 2 Editor, rename colorchart texture to default.dds (allways use default.dds for using cc texture) and place to ​/textures/ColorCharts folder, run Sandbox Editor and open the level. The result is must be:

Example screenshot is using ​/textures/ColorCharts/default-avatar.dds

cVars reference: r_ColorGrading 1/0

Texture maps

Diffuse Diffuse texture
Specular Specular texture 
Bumpmap Bump map texture
Normalmap Normal map texture
Environment environment cube map texture
Detail Detail bump texture
Opacity Mask blending texture
Decal not use
Subsurface not use
Custom Blending texture
[1] Custom Blending bump map texture