Template:Shader flags
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Revision as of 14:34, 1 December 2025 by Gamma Metroid (talk | contribs) (Created page with "=== Shader flags 1 === {{#ifeq:{{{type}}}|lighting|* '''Specular''': Enables specularity.}} * '''Skinned''': Enables skinning (rigged meshes). * '''Temp refraction''': Refract...")
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.
- Grayscale to palette color: Used only by effect shaders.
- Grayscale to palette alpha: Used only by effect shaders.
- Use falloff: Used only by effect shaders.
- Environment mapping: Enables environment map with the corresponding shader type.
- 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!).
- Facegen detail map: Enables face detail map in slot 4.
- Parallax: Enables parallax shader with the corresponding shader type.
- 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.testing needed
- Landscape: Unknown.
- Refraction: Use normal map for refraction effect.
- Fire Refraction: Enables animated scrolling refraction effect.
- Eye environment mapping: Enables eye environment mapping with the corresponding shader type. Model must also be skinned.
- Hair soft lighting: Enables soft lighting for hair (keeps it from getting too bright under lights).
- Screendoor alpha fade: Unknown.
- Localmap hide secret: Hides this object and anything beneath it from the local map.
- Facegen RGB tint: Enables tint mask for faces, with the corresponding shader type.
- Own emit: Provides its own emittance color? Seems to be set on virtually all skyrim shapes.
- Projected UV: Used only by effect shaders.
- Multiple Textures: Unknown.
- Remappable Textures: Enables swapping of textures using 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.
- 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.
- LOD landscape: Enables landscape LOD shader.
- LOD Objects: Enables object LOD shader.
- 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.
- Glow map: Enables glow shader.
- Assume shadowmask: Allows shapes with alpha blending to receive shadows.
- 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?
- No LOD land blend: Prevents landscape from smooth fading into nearby landscape LOD, engine only.
- EnvMap light fade: Fades the cubemap's brightness based on the distance to the nearest light. Makes environment mapped 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?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.
- Multi layer parallax: Enables multilayer parallax shader.
- Soft lighting: Enables soft lighting effect.
- Rim lighting: Enables rim lighting effect.
- Back lighting: Enables back lighting effect.
- Unused02: Unused.
- Tree anim: Enables tree/leaf animation, using vertex alpha values. Root node must be either BSTreeNode or BSLeafAnimNode.
- Effect Lighting: Used only by effect shaders.
- HD LOD Objects: Unknown.