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description
Properties of emissive (glowing) materials: Let There Be Light

Emissive Material Properties

Summary

Created: Jan 14 2024 by manavortex
Last documented update: Jan 14 2024 by manavortex

This page documents glass shaders and their properties.

Emissive Material

metal_base.remt

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.

Emissivepath to emissive texture, e.g. engine\textures\editor\white.xbm
The texture works like an alpha mask.
EmissiveEVfloat, 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.
EmissiveColorGlow colour as RGB (copy from e.g. mi_neokitsch_fridge_z_emissive.mi)

Find a ready-to-use glowing .mi file here.

device_diode.mt

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 %}