Template:Shader flags

The Beyond Skyrim Wiki — Hosted by UESP
Jump to: navigation, search

Shader flags 1[edit]

  • 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[edit]

  • 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.