HaulVisionShaderStudio.zip
For shader authors and testers who want the native ShaderStudio workbench, full source package, current ATS shader data and Windows build tooling.
60d9bcc683021b2eef322fd3adf86df2cb23fb1f75075cc1efc00083d7cd74e0
ShaderStudio is a standalone ATS 1.61.1.1 workbench for finding native D3D11 shaders, identifying what they affect, exporting exact DXBC, rebuilding an editable faithful HLSL workspace, validating the interface and hot-loading a replacement without ReShade.
The current package contains the standalone ShaderStudio source, native D3D11 workbench code, current ATS 1.61.1.1 shader catalog/cache tooling and Windows build scripts. Build Release x64, then install the staged dist\release output described in the guide.
For shader authors and testers who want the native ShaderStudio workbench, full source package, current ATS shader data and Windows build tooling.
60d9bcc683021b2eef322fd3adf86df2cb23fb1f75075cc1efc00083d7cd74e0ShaderStudio is built as an SCS plugin DLL loaded by American Truck Simulator. It installs native D3D11 hooks, renders its own Dear ImGui interface and opens with F8. It does not depend on a ReShade DLL, ReShade overlay or ReShade API.
Hooks cover native D3D11 shader creation across PS, VS, GS, HS, DS and CS. Live PS/VS shaders can then be selected, inspected, flashed, dumped and tested.
The renderer registry seeds ShaderStudio with loaded shader identities even when ATS created them before the plugin hooks came online. Live bytes are used when retained; verified catalog bytes cover supported registry-only cases.
Observed shaders are resolved by stage, FNV-1a64, CRC32 and bytecode size against a catalog generated directly from the current SCS effect wrappers.
ShaderStudio is designed around a repeatable inspect → identify → workspace → validate → hot-load loop. Every step stays tied to the exact shader identity so work does not get mixed between permutations.
Browse Live Shaders or the complete 1.61 Catalog. Filter PS, VS and optional Other stages, then search by mapped effect identity.
Use Flash Selected to blink draws using a live PS/VS shader at 4 Hz, making it practical to see exactly what the selected shader affects in the scene.
Create / Refresh Workspace exports exact original DXBC and creates an identity-preserving folder for source, assembly, validation, logs and replacement bytecode.
Edit the generated faithful HLSL. ShaderStudio recompiles it and validates inputs, outputs, resources and constant-buffer interface before a replacement can reach ATS.
Enable the replacement for the selected PS/VS identity, test it live, disable it instantly or Unload / Restore Original ATS Shader to return to the native object.
The live interface keeps the shader table selection stable while a fixed inspector exposes identification, workspace, replacement and catalog controls. Status and errors stay in the bottom bar instead of floating over the list.
ShaderStudio reconstructs low-level HLSL intended to preserve the compiled shader behavior and interface. The original authoring source cannot be recovered from DXBC, so the tool validates the reconstructed or edited result against the original shader contract before it is loaded.
PS_391AD521_0FF00CFEF8FD1EA0_eut2.sky_faithful.hlsl
DXBC, HLSL, live assembly, replacement bytecode, compile logs and validation reports remain self-identifying even when they are copied outside the workspace folder.
The 1.61.1.1 catalog is regenerated from SCS SM5 wrapper payloads. ShaderStudio fingerprints the bytecode and maps identities back to effect families, wrapper paths and pass metadata.
Runtime replacement hooks intercept native PSSetShader / VSSetShader binding only for identities you explicitly load. Disabling or unloading a replacement returns ATS to its original shader object, while the live identity remains available for registry mapping and Flash.