Call of Duty 4 :: Stock Weapon Shaders
Partially reversed cod4 weapon shaders

GitHub Repository :: CoD4 Shader Tutorial :: Discord Server

Includes Techniques/Shaders for the following lighting states

unlit  
lit  
lit sun  
lit sun shadow  
lit spot  
lit spot shadow  
light omni

It is worth noting that techniques using shadow-mapping require HSM (hardware shadow-mapping) to be supported by the GPU. The GPU also needs to support ShaderModel 3 + the client needs to use it aswell (r_rendererPreference / r_rendererInUse).

If one of the above requirements isn’t fulfilled or you find yourself in a lighting situation thats not covered by this repo, stock cod4 techniques / shaders will be used (non-hsm variants, stock hsm variants or stock ShaderModel 2 techsets located in techsets/sm2).

Engine Background (SM / HSM)

Most, if not all cod4 weapons use the l_sm_r0c0s0 techset (-light, -shadowmap, -reflection-color-specular ). If cod4 detects that your GPU supports HSM, the engine will remap l_sm to l_hsm. Since this repo is about models (weapon models in particular) the engine will also add the mc prefix. That means that the main techset for all techniques is mc_l_hsm_r0c0s0.

Because I don’t want to modify stock techsets, techniques and shaders, I’ve changed r0c0s0 to xo_rcs (note: both are 6 chars long giving you the ability to replace l_sm_r0c0s0 with l_sm_xo_rcs in all kinds of materials using the l_sm_r0c0s0 techset).

Compiling

Grab and drop files into cod4/raw/ and compile shaders with cod4-compileTools or refer to the following tutorial section hlsl-intro/#compiling.

Please note that you need the shader_vars.h header file in shader_bin/shader_src that comes with my compileTools or the shader package v1.1_hlsl_xoxor4d.zip and is therefore not included here.

Modifications / Additions

If you want to change the used techniques or replace stock ones, you only need to do so in mc_l_hsm_xo_rcs.techset.
If you want to add “effects” to your gun, you’ll need to add that effect to each and every technique / shader so its consistent accross different lighting states. You could also use different effects for different lighting states if you wish.

I’ve included a Visual Studio solution as I like using Tim G. Jones HLSL Tools for Visual Studio

Techset Lighting States Explained

"fakelight normal"              // radiant fakelight
"fakelight view":               // radiant fakelight
"case texture":                 // radiant only  
"shaded wireframe":             // radiant only  
"solid wireframe":              // radiant only  
"debug bumpmap":                // r_debugShader 1-4  
"debug bumpmap instanced":      // ^ grouped objects like grass
"depth prepass":                
"build shadowmap depth":  
"build shadowmap color":  
"build floatz":  
"unlit":                        // fullbright  
"lit":                          // sm_enable 0 + not in sun || sm_enable 1 + not in sun  
"lit sun":                      // sm_enable 0 + in sun  
"lit sun shadow":               // sm_enable 1 + in sun  
"lit spot":                     // sm_enable 0 :: spotlight / dlight  
"lit spot shadow":              // sm_enable 1 :: spotlight / dlight  
"lit omni":                     // no clue  
"lit omni shadow":              // no clue  
"lit instanced":                // prob. grouped objects like grass / trees
"lit instanced sun":            // ^
"lit instanced sun shadow":     // ^
"lit instanced spot":           // ^
"lit instanced spot shadow":    // ^
"lit instanced omni":           // ^
"lit instanced omni shadow":    // ^
"light omni":                   // fx omni lights  
"light spot":                   // fx spot lights  
"light spot shadow":            // fx shadow-casting spot lights  
"sunlight preview":             // radiant only?  
"shadowcookie caster":          // shadow caster
"shadowcookie receiver":        // shadow receiver