Difference between revisions of "Template:Shader flags"
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=== Shader flags 1 === | === Shader flags 1 === | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''Specular''': Enables specularity.}} | + | {{#ifeq:{{{type}}}|lighting|* '''Specular''': Enables specularity. |
| − | * '''Skinned''': Enables skinning (rigged meshes). | + | }}* '''Skinned''': Enables skinning (rigged meshes). |
| − | * '''Temp refraction''': Refraction gives overall transparency, but the separate refraction setting is used. Deprecated?{{tn|Needs to be confirmed.}} | + | * '''Temp refraction''': Refraction gives overall transparency, but the separate refraction setting is used. Deprecated?{{tn|Needs to be confirmed. |
| − | * '''Vertex alpha''': Enables vertex alpha, either for transparency or for leaf animations. However, if the shape has an alpha property, the shape will have transparency in game ''even if this flag is not set''. | + | }}* '''Vertex alpha''': Enables vertex alpha, either for transparency or for leaf animations. However, if the shape has an alpha property, the shape will have transparency in game ''even if this flag is not set''. |
| − | {{#ifeq:{{{type}}}|effect|* '''Grayscale to palette color''': Enables grayscale texture influence on source texture color.{{tn|How are these colors mapped exactly?}}}} | + | {{#ifeq:{{{type}}}|effect|* '''Grayscale to palette color''': Enables grayscale texture influence on source texture color.{{tn|How are these colors mapped exactly?}} |
| − | {{#ifeq:{{{type}}}|effect|* '''Grayscale to palette alpha''': Enables grayscale texture influence on source texture alpha.{{tn|How are these values mapped exactly?}}}} | + | }}{{#ifeq:{{{type}}}|effect|* '''Grayscale to palette alpha''': Enables grayscale texture influence on source texture alpha.{{tn|How are these values mapped exactly?}} |
| − | {{#ifeq:{{{type}}}|effect|* '''Use falloff''': Enables falloff effect.}} | + | }}{{#ifeq:{{{type}}}|effect|* '''Use falloff''': Enables falloff effect. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Environment mapping''': Enables [[AU:NetImmerse Format/BSLightingShaderProperty#Environment map|environment map]] with the corresponding shader type.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Environment mapping''': Enables [[AU:NetImmerse Format/BSLightingShaderProperty#Environment map|environment map]] with the corresponding shader type. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Receive shadows''': Enables receiving shadows on this mesh.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Receive shadows''': Enables receiving shadows on this mesh.}} |
* '''Cast shadows''': Enables casting shadows. Does nothing in Special Edition, effectively always enabled (looks like it works in CK though!). | * '''Cast shadows''': Enables casting shadows. Does nothing in Special Edition, effectively always enabled (looks like it works in CK though!). | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''Facegen detail map''': Enables face detail map in slot 4.}} | + | {{#ifeq:{{{type}}}|lighting|* '''Facegen detail map''': Enables face detail map in slot 4. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Parallax''': Enables parallax shader with the corresponding shader type.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Parallax''': Enables parallax shader with the corresponding shader type. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Model space normals''': Uses model space normals in slot 1 and a separate specular map in slot 7.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Model space normals''': Uses model space normals in slot 1 and a separate specular map in slot 7. |
| − | * '''Non projective shadows''': Prevents shadows from being cast from this object onto the environment.{{tn|Needs to be tested in game.}} | + | }}* '''Non projective shadows''': Prevents shadows from being cast from this object onto the environment.{{tn|Needs to be tested in game.}} |
| − | {{#ifeq:{{{type}}}|lighting|* '''Landscape''': Unknown.}} | + | {{#ifeq:{{{type}}}|lighting|* '''Landscape''': Unknown. |
| − | * '''Refraction''': Use normal map for refraction effect. | + | }}* '''Refraction''': Use normal map for refraction effect. |
* '''Fire Refraction''': Enables animated scrolling refraction effect. | * '''Fire Refraction''': Enables animated scrolling refraction effect. | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''Eye environment mapping''': Enables eye environment mapping with the corresponding shader type. Model must also be skinned.}} | + | {{#ifeq:{{{type}}}|lighting|* '''Eye environment mapping''': Enables eye environment mapping with the corresponding shader type. Model must also be skinned. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Hair soft lighting''': Enables soft lighting for hair (keeps it from getting too bright under lights).}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Hair soft lighting''': Enables soft lighting for hair (keeps it from getting too bright under lights). |
| − | * '''Screendoor alpha fade''': Unknown. | + | }}* '''Screendoor alpha fade''': Unknown. |
* '''Localmap hide secret''': Hides this object and anything beneath it from the local map. | * '''Localmap hide secret''': Hides this object and anything beneath it from the local map. | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''Facegen RGB tint''': Enables tint mask for faces, with the corresponding shader type.}} | + | {{#ifeq:{{{type}}}|lighting|* '''Facegen RGB tint''': Enables tint mask for faces, with the corresponding shader type. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Own emit''': Provides its own emittance color? Seems to be set on virtually all skyrim shapes.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Own emit''': Provides its own emittance color? Seems to be set on virtually all skyrim shapes. |
| − | {{#ifeq:{{{type}}}|effect|* '''Projected UV''': Projects textures based on view rather than the shape's UV map. [https://ck.uesp.net/wiki/Talk:EffectShader#Projected_UVs Broken] in Skyrim and Special Edition.}} | + | }}{{#ifeq:{{{type}}}|effect|* '''Projected UV''': Projects textures based on view rather than the shape's UV map. [https://ck.uesp.net/wiki/Talk:EffectShader#Projected_UVs Broken] in Skyrim and Special Edition. |
| − | * '''Multiple Textures''': Unknown. | + | }}* '''Multiple Textures''': Unknown. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Remappable Textures''': Enables swapping of textures using [https://ck.uesp.net/wiki/TextureSet TextureSets].}} | + | {{#ifeq:{{{type}}}|lighting|* '''Remappable Textures''': Enables swapping of textures using [https://ck.uesp.net/wiki/TextureSet TextureSets]. |
| − | * '''Decal''': Helps prevent z-fighting by making this shape appear on top of nearby shapes if they get too close together in the z order. | + | }}* '''Decal''': Helps prevent z-fighting by making this shape appear on top of nearby shapes if they get too close together in the z order. |
* '''Dynamic decal''': Same as above? | * '''Dynamic decal''': Same as above? | ||
* '''Parallax Occlusion''': Unknown. | * '''Parallax Occlusion''': Unknown. | ||
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=== Shader flags 2 === | === Shader flags 2 === | ||
* '''ZBuffer write''': Enables writing to the depth buffer. | * '''ZBuffer write''': Enables writing to the depth buffer. | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''LOD landscape''': Enables landscape LOD shader.}} | + | {{#ifeq:{{{type}}}|lighting|* '''LOD landscape''': Enables landscape LOD shader. |
| − | {{#ifeq:{{{type}}}|lighting|* '''LOD Objects''': Enables object LOD shader.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''LOD Objects''': Enables object LOD shader. |
| − | * '''No Fade''': Disables fading of the object, even if its root is a BSFadeNode. | + | }}* '''No Fade''': Disables fading of the object, even if its root is a BSFadeNode. |
* '''Double Sided''': Enables double sided rendering. The backface will have reversed normals, so it's only good for minor details. If the player is really going to look at the back side, make it a true double sided mesh instead. | * '''Double Sided''': Enables double sided rendering. The backface will have reversed normals, so it's only good for minor details. If the player is really going to look at the back side, make it a true double sided mesh instead. | ||
* '''Vertex Colors''': Enables vertex colors. They are blended multiplicatively, so if the mesh has no vertex colors, they will be interpreted as all zeroes and the mesh will appear black in game. | * '''Vertex Colors''': Enables vertex colors. They are blended multiplicatively, so if the mesh has no vertex colors, they will be interpreted as all zeroes and the mesh will appear black in game. | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''Glow map''': Enables [[AU:NetImmerse Format/BSLightingShaderProperty#Glow shader|glow shader]].}} | + | {{#ifeq:{{{type}}}|lighting|* '''Glow map''': Enables [[AU:NetImmerse Format/BSLightingShaderProperty#Glow shader|glow shader]]. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Assume shadowmask''': Allows shapes with alpha blending to receive shadows.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Assume shadowmask''': Allows shapes with alpha blending to receive shadows. |
| − | * '''Packed tangent''': Unknown. | + | }}* '''Packed tangent''': Unknown. |
* '''Multi index snow''': Unknown. | * '''Multi index snow''': Unknown. | ||
* '''Vertex lighting''': Enables vertex lighting using vertex colors as a source?{{tn|Needs to be tested.}} | * '''Vertex lighting''': Enables vertex lighting using vertex colors as a source?{{tn|Needs to be tested.}} | ||
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* '''Fit Slope''': Unknown. | * '''Fit Slope''': Unknown. | ||
* '''Billboard''': Billboard mesh? | * '''Billboard''': Billboard mesh? | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''No LOD land blend''': Prevents landscape from smooth fading into nearby landscape LOD, engine only.}} | + | {{#ifeq:{{{type}}}|lighting|* '''No LOD land blend''': Prevents landscape from smooth fading into nearby landscape LOD, engine only. |
| − | {{#ifeq:{{{type}}}|lighting|* '''EnvMap light fade''': Fades the cubemap's brightness based on the distance to the nearest light. Makes [[AU:NetImmerse Format/BSLightingShaderProperty#Environment map|environment map]]ped shapes not "glow" at all times. This flag is set on virtually all Skyrim shapes, but is probably only necessary when using the environment map shader.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''EnvMap light fade''': Fades the cubemap's brightness based on the distance to the nearest light. Makes [[AU:NetImmerse Format/BSLightingShaderProperty#Environment map|environment map]]ped shapes not "glow" at all times. This flag is set on virtually all Skyrim shapes, but is probably only necessary when using the environment map shader. |
| − | * '''Wireframe''': Enables wireframe rendering?{{tn|Needs to be tested in game.}} | + | }}* '''Wireframe''': Enables wireframe rendering?{{tn|Needs to be tested in game.}} |
* '''Weapon blood''': Used for blood decals on weapons. | * '''Weapon blood''': Used for blood decals on weapons. | ||
* '''Hide on local map''': Similar to Localmap hide secret, but only for self?{{tn|Needs to be tested in game.}} | * '''Hide on local map''': Similar to Localmap hide secret, but only for self?{{tn|Needs to be tested in game.}} | ||
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* '''No transparency multisampling''': Unknown. | * '''No transparency multisampling''': Unknown. | ||
* '''Unused01''': Unused. | * '''Unused01''': Unused. | ||
| − | {{#ifeq:{{{type}}}|lighting|* '''Multi layer parallax''': Enables [[AU:NetImmerse Format/BSLightingShaderProperty#Multilayer parallax|multilayer parallax]] shader.}} | + | {{#ifeq:{{{type}}}|lighting|* '''Multi layer parallax''': Enables [[AU:NetImmerse Format/BSLightingShaderProperty#Multilayer parallax|multilayer parallax]] shader. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Soft lighting''': Enables soft lighting effect.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Soft lighting''': Enables soft lighting effect. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Rim lighting''': Enables rim lighting effect.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Rim lighting''': Enables rim lighting effect. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Back lighting''': Enables back lighting effect.}} | + | }}{{#ifeq:{{{type}}}|lighting|* '''Back lighting''': Enables back lighting effect. |
| − | * '''Unused02''': Unused. | + | }}* '''Unused02''': Unused. |
| − | {{#ifeq:{{{type}}}|lighting|* '''Tree anim''': Enables [[AU:Tree Animations|tree/leaf animation]], using vertex alpha values. Root node must be either BSTreeNode or BSLeafAnimNode.}} | + | {{#ifeq:{{{type}}}|lighting|* '''Tree anim''': Enables [[AU:Tree Animations|tree/leaf animation]], using vertex alpha values. Root node must be either BSTreeNode or BSLeafAnimNode. |
| − | {{#ifeq:{{{type}}}|effect|* '''Effect Lighting''': Enables influence by effect lighting from weathers and from point lights placed nearby.}} | + | }}{{#ifeq:{{{type}}}|effect|* '''Effect Lighting''': Enables influence by effect lighting from weathers and from point lights placed nearby. |
| − | * '''HD LOD Objects''': Unknown. | + | }}* '''HD LOD Objects''': Unknown. |
Revision as of 14:43, 1 December 2025
Shader flags 1
- Skinned: Enables skinning (rigged meshes).
- Temp refraction: Refraction gives overall transparency, but the separate refraction setting is used. Deprecated?testing needed* Vertex alpha: Enables vertex alpha, either for transparency or for leaf animations. However, if the shape has an alpha property, the shape will have transparency in game even if this flag is not set.
- Cast shadows: Enables casting shadows. Does nothing in Special Edition, effectively always enabled (looks like it works in CK though!).
- Non projective shadows: Prevents shadows from being cast from this object onto the environment.testing needed
- Refraction: Use normal map for refraction effect.
- Fire Refraction: Enables animated scrolling refraction effect.
- Screendoor alpha fade: Unknown.
- Localmap hide secret: Hides this object and anything beneath it from the local map.
- Multiple Textures: Unknown.
- Decal: Helps prevent z-fighting by making this shape appear on top of nearby shapes if they get too close together in the z order.
- Dynamic decal: Same as above?
- Parallax Occlusion: Unknown.
- External Emittance: Enables receiving external emittance data for this shape, with the corresponding BSXFlag.
- Soft effect: Unknown.
- ZBuffer test: Enables depth testing.
Shader flags 2
- ZBuffer write: Enables writing to the depth buffer.
- No Fade: Disables fading of the object, even if its root is a BSFadeNode.
- Double Sided: Enables double sided rendering. The backface will have reversed normals, so it's only good for minor details. If the player is really going to look at the back side, make it a true double sided mesh instead.
- Vertex Colors: Enables vertex colors. They are blended multiplicatively, so if the mesh has no vertex colors, they will be interpreted as all zeroes and the mesh will appear black in game.
- Packed tangent: Unknown.
- Multi index snow: Unknown.
- Vertex lighting: Enables vertex lighting using vertex colors as a source?testing needed
- Uniform scale: Unknown.
- Fit Slope: Unknown.
- Billboard: Billboard mesh?
- Wireframe: Enables wireframe rendering?testing needed
- Weapon blood: Used for blood decals on weapons.
- Hide on local map: Similar to Localmap hide secret, but only for self?testing needed
- Premult alpha: Enables premultiplied alpha.
- Cloud LOD: Unknown.
- Anisotropic lighting: Unknown. Used for hair?
- No transparency multisampling: Unknown.
- Unused01: Unused.
- Unused02: Unused.
- HD LOD Objects: Unknown.