Quote: "Rumor : FPSCx10 uses PS4 (pixel shader 4, see NVIDIA for details) shaders. This is not entirely true. While x10’s shader system is built using PS4, the shader language used in FPSCx10 is a custom creation. You can NOT find any existing PS4 shader that will work in FPSCx10. As there exists no documentation, outside of the sparse comments found in the default shaders and the Wibbly Relief shader, writing or converting an existing shader to work in FPSCx10 is very difficult and unless you already have experience writing shaders, it’s virtually impossible."
Not exactly its own language, it's just based off of the names of the constants that are passed into the shaders, whereas other shaders might not use the same constants. Though, at the moment I can't seem to find where FPSC X10 passes the constants into the shaders.
Quote: "Rumor: Shaders can be defined in the FPE file for an entity. This is false. FPSCx10 ignores the shader path and defaults to its built-in shaders so long as you have the required texture maps. To use a custom shader, such as Wibbly Relief, you must declare it within the entity’s parameters *in the editor.* Otherwise, any results you are seeing are from the default shader system. This one fooled me for a long time."
Custom shaders will ONLY be used on NON-instanced objects, normal entities will use "simple.fx" and characters will use "skinning.fx".
Quote: "Shaders on characters: I don’t know much about these as most of my games did not have any characters. From what I have seen the character shaders do not seem to suffer the same problems that dynamic entities do. However, I will others tell me more about this and edit later."
They always use the "skinning.fx".
Sean