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Properties of emissive (glowing) materials: Let There Be Light |
Created: Jan 14 2024 by manavortex
Last documented update: Jan 14 2024 by manavortex
This page documents glass shaders and their properties.
- For an overview of emissive shaders, see cheat-sheet-materials.md-> #emissive-materials
- For an explanation of material properties and further links, see .
You can make engine\materials\metal_base.remt
glow by adding the correct parameters, or you can poke through the game files and search for emissive > .mi
to find Cyberpunk material templates to learn from.
For a list of such templates, check here.
Emissive | path to emissive texture, e.g. engine\textures\editor\white.xbm The texture works like an alpha mask. |
EmissiveEV | float, e.g. 2.0 : emissive brightness. Brightness varies depending on your colour. Unless you want to actively blind people, you might want to stay below 4. |
EmissiveColor | Glow colour as RGB (copy from e.g. mi_neokitsch_fridge_z_emissive.mi ) |
Find a ready-to-use glowing .mi file here.
You can find the shader under base/fx/shaders/device_diode.mt
{% hint style="warning" %} The properties need to be documented at some point {% endhint %}