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A program to preview various materials and shaders in games. Currently supports shader viewing in: *Mario Kart 8 U & Deluxe. *Super Mario Odyssey (set the romfs game path in settings menu). *NSMBUDX. *NSMBU. *Kirby Star Allies. *Splatoon 2 (very WIP). *Super Mario Maker 2 (very WIP). *Animal Crossing New Horizons (very WIP, add shader in GlobalShaders folder). *WWHD (very WIP). ==Features== *Real time viewing and editing of material data with shaders. Shader editing isn't supported. *Animation playback with proper interpolation handling (previous tools had playback issues). *Shape animations, material animations and other various types supported. ==User guide== Make sure you have [https://dotnet.microsoft.com/download/dotnet/5.0 NET 5.0 or higher]. Download the releases zip file and run the exe. If you are on Linux, the application should be usable with this command dotnet <code>CafeShaderStudio.dll</code> in the program directory. Keep in mind this is very WIP. Editing is limited to material editing. You can export/import materials as json for more direct editing (though keep in mind if the file swapped uses a different shader file, then the bfres will need to be reopened. ===Notes=== If a material is red (for a game with supported shader viewing) that means it failed to find the shader. This means your model has a skin count not supported by the shader, or the shader option combination and/or render state combination is not supported by the shader. ==Screenshots== {| style="width: 80%; margin-left:0em;" | https://dlhb.gamebrew.org/switchhomebrews/cafeshaderstudionx2.png https://dlhb.gamebrew.org/switchhomebrews/cafeshaderstudionx3.png https://dlhb.gamebrew.org/switchhomebrews/cafeshaderstudionx4.png |} ==Changelog== '''Latest''' *This is the latest build of the tool automatically built from the latest commit. *Message: Quick fix for model exporting. '''v0.34''' *Improve CPU usage. *Fix some issues displaying on certain hardware and opengl versions. '''v0.33''' *Fix gray models from GPUs not supporting quad strips when screen quads are drawn. *Fix black models in SMO from incorrectly loaded vertex shader samplers. '''v0.32''' *Fix black models in MK8 from incorrectly reset shadow maps. '''v0.31''' *Quick fix for MK8U reflections. '''v0.30''' *Added Mario Kart 8 Wii U support. *Various bug fixes to existing Wii U support. '''v0.20''' *Added Wii U support (NSMBU, WWHD). Keep in mind both games are WIP but mostly work fine. *Added fly camera to move with WASD and space/ctrl space for up/down. *Fix Switch saving issues causing potential crashes. Should save 1 to 1 with stb. *Improve debug shaders a bit. Added various other QOL improvements. '''v0.16''' *Load cubemaps from "Resources" folder so users can customize them. *Add a basic debug shading menu. Keep in mind all shading modes won't work as it's wip. '''v0.15''' *Fix a crash from the lightmap shader not loading correctly. *Fix a error with animation scrolling, '''v0.14''' *Performance improvements for default bfres shaders and other in tool shaders. Fix bfres to use SRGB by default. '''v0.13''' *Add camera improvements to inspect camera. '''v0.12''' *Fix framerate handling for animation player. ==Credits== *KillzXGaming - main developer. *JuPaHe64 - created animation timeline. *Ryujinx - for shader libraries used to decompile and translate switch binaries into glsl code. *OpenTK Team - for opengl c# bindings. *mellinoe and IMGUI Team - for c# port and creating the IMGUI library *Syroot - for bfres library and binary IO *Jasper (no clip developer) - various help for MK8 and AGL usage. *MasterVermilli0n for swizzle code, SRT calculation code used in parameter loading, and the shader decompiler tool for Wii U shaders. *Decaf Team - for shader decompiler handling used by the tool. HDR Cubemaps from HDRLabs used under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. http://www.hdrlabs.com/sibl/index.html == External links == * GitHub - https://github.com/KillzXGaming/Cafe-Shader-Studio * GBAtemp - https://gbatemp.net/threads/cafe-shader-studio.587670/
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