HLSL shaders for Halo Combat Evolved, converted to
.fxformat for use with the DirectX Shader material in Autodesk 3ds Max.
GlyphFX aims to bring Halo CE's original shading system into 3ds Max as faithfully as possible - giving artists and modders a real-time viewport representation that closely matches what the game actually renders.
Note
This project is built as a submodule of HaloCE Max Toolkit, which automatically assigns and configures these shaders when importing .gbxmodel and scenario_structure_bsp tags, also create materials based on Halo CE Shaders. However, you can also use the .fx files directly in your own 3ds Max projects if you want to set up materials manually.
| Shader Type | Status |
|---|---|
shader_environment |
In progress |
shader_model |
Done |
shader_transparent_chicago |
Done |
shader_transparent_chicago_extended |
In progress |
shader_transparent_generic |
In progress |
shader_transparent_glass |
In progress |
shader_transparent_meter |
Done |
shader_transparent_plasma |
In progress |
shader_transparent_water |
In progress |
-
Clone or download this repository:
git clone https://github.com/markmcfuzz/GlyphFX
-
In 3ds Max, open the Material Editor or Slate Material Editor and create a new DirectX Shader material.
-
Click the
.fxfile slot and browse to the shader you want, for example:GlyphFX/src/fx/shader_model.fx -
The material parameters will appear in the UI - assign your textures and tweak values as needed.
If you're using HaloCE Max Toolkit, GlyphFX is included automatically. Clone the Toolkit with:
git clone --recursive https://github.com/markmcfuzz/HaloCE-Max-ToolkitOr download the zip (for beta pre-releases) and .exe installer versions from releases.
When importing a .gbxmodel tag, the Toolkit will detect the shader type and assign the corresponding .fx from GlyphFX, pre-configured with the values from the tag.
This comparison shows the cyborg model rendered in 3ds Max.
- On the left side we have applied standard materials (only base map).
- On the right side we have a DirectX Shader with
GlyphFXusing theshader_model.fxandshader_transparent_chicago.fx- the shading is very similar to the game, giving modders a much better preview of how their models will look in-game.
- Halo CE Editing Kit - Shader source provided by 343 Industries
- Censhine - Decrypted shader reference, instrumental for the initial
shader_modelproof of concept - Halo CE community - For keeping this game alive all these years
Contributions, corrections, and feedback are welcome! If you know HLSL or have experience with Halo's rendering, feel free to open an issue or a pull request.
Love the project? Please consider donating to help it improve!
Copyright © 2026 Mark McFuzz


