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Smash Ultimate material and rendering information

Smash Ultimate Material Research

A collection of dumps, scripts, and markdown files for research into lighting, shading, rendering, and materials for Smash Ultimate. The markdown files contain information on researched values for materials and can be viewed directly in the browser. Please submit an issue or pull request for any incorrect or missing information.

Website

The repository has a website for tutorials and real time demos. If any pages don't load properly or one of the demos is messed up, report the bug in issues.

Generating Data - WIP

Most of the dumps are generated using the smush_materials Rust project. The Rust toolchain can be installed from https://www.rust-lang.org/tools/install. Build the project with cargo build --release from the smush_materials folder. For commandline usage, run cargo run --release -- --help.

SQLite Material Database

Most of the data is stored in an SQLite database generated by the program in the Smush-Material-DB repo. The repo contains instructions for how to build and run the tool. The database can be used with the provided python scripts for data visualization even without any SQL knowledge.

XMB to XML

cargo run --release -- xmb <ARC root folder> <export folder>

Stage Light NUANMB JSON

cargo run --release -- stage_lighting <ARC root folder> <export folder>

Shader Info

Generates the shader info JSON with rendering related information used by ssbh_wgpu.
cargo run --release -- shader_info <nuc2effectlibrary.nufxlb> <shader binary folder> <decompiled source folder> <output JSON>

Shader Database

The JSON dump of the Nufx file can be converted to an SQLite database for more efficient querying.
python create_shader_db.py nuc2effectlibrary.json nufx.db
The file contains duplicate entries for each render pass (_opaque, _sort, etc). These entries can be removed by adding the --remove_duplicates flag.
python create_shader_db.py nuc2effectlibrary.json nufx.db --remove_duplicates

Decompiled Shaders - WIP

First extract the shader binaries from the .nushdb files since each file contains multiple shaders.
cargo run --release -- shader_binaries <render folder> <binary export folder>

Now the shaders can be decompiled using Ryujinx's ShaderTools. This currently requires a slightly modified build to start from offset 2896 of the binary.
python batch_decompile_shaders.py <ShaderTools.exe> <binary export folder> <export folder>

The shaders_discard.txt file contains the shader labels without their render pass tags for shader programs that may support alpha testing. This list is based on searching the decompiled shader dump for shaders with the discard; keyword. There may be some false positives in this list since it's possible for the shader code to contain discard; and not perform alpha testing based on the model and texture alpha. There are unlikely to be any missing shaders since alpha testing is always done in game using shader code rather than through a graphics API call to enable or disable alpha testing.

Additional Tools

ssbh_lib - Contains the ssbh_lib_json and ssbh_data_json executables for editing various rendering related file types as JSON
xmb_lib - Contains the xmb executable that can be used to convert XMB files to and from XML