Skip to content

Latest commit

 

History

History
221 lines (181 loc) · 14.8 KB

File metadata and controls

221 lines (181 loc) · 14.8 KB

Shader Docs

This section gives you an overview of shaders and their properties. For a detailed explanation, see configuring-materials.

Understanding and leveraging RED4 shaders

We do not have official documentation from CDPR about how shaders are used by artists. Thus any 2d/3d artist is looking at hundreds of black-box shaders with unknown usage. This is extremely demotivating for anyone looking to bring new assets to life with REDengine. The following list of tables is an attempt to make life easier for artists by using the community to document commonly used shaders.

About the documentation

  • The name and path of each shader will be documented by the header.
  • Next we are using a table for each texture parameter with the exact name listed by CDPR in the w2mg file, how REDengine uses each specific RGBA channel, and the usable range of the channel if not 0-1/0-255.
  • When applicable, vertex color properties will be listed underneath the texture table with a similar format.
  • Scalar, vector, color, and other properties will follow with their own unique description table.
  • An asterisk (*) is used to notate some degree of uncertainty, or need for more independent testing.

Shaders

skin

The skin material is a versatile PBR (textured) shader.

base/materials/skin.mt

You can learn more about the skin shader under configuring-materials-> hair-and-skin-material-properties.md.

{% hint style="info" %} While it is possible to use the skin shader for things that are not skin, you should consider using metal_base instead. {% endhint %}

Texture Red Green Blue Alpha
Albedo Color Color Color ?
SecondaryAlbedo ? ? ? ?
Normal Normal Normal None ?
DetailNormal Additive Normal Additive Normal None ?
Roughness Roughness None MicroDetail mask (0.5-1)* ?
MicroDetail Additive Normal Additive Normal None ?
TintColorMask ? ? ? ?
Detailmap_Stretch Additive Normal Additive Normal None ?
Detailmap_Squash Additive Normal Additive Normal None ?
EmmisiveMask ? ? ? ?
Bloodflow ? ? ? ?
Vertex Colors Description
Red Ambient Occlusion*
Green Subsurface Scattering Mask
Blue Improved Facial Lighting Mask
Properties Description
SecondaryAlbedoInfluence ?
SecondaryAlbedoTintColorInfluence ?
DetailRoughnessBiasMin/Max ?
MicroDetailUVScale01/02 ?
MicroDetailInfluence Controls MicroDetail normal intensity
TintColor ?
TintScale ?
SkinProfile ?
EmissiveEV ?
CavityIntensity ?
BloodColor ?
DetailNormalInfluence Controls DetailNormal normal intensity

Notes

  • The DetailNormal texture contains generic normal details that are shared between most faces. This is not a tiling/procedural texture. The DetailNormalInfluence scalar parameter can be used to lower the intensity to simulate makeup or synthetic skin.\
  • The MicroDetail texture contains a microblend tiling texture used to add procedural detail to the normal map. We believe the Roughness texture blue channel is used to mask parts of the face from exhibiting this detail, such as the lips, eyelids, and ears.

mesh_decal

base/materials/mesh_decal.mt
Texture Red Green Blue Alpha
DiffuseTexture Color Color Color Opacity Mask
SecondaryMask ? ? ? ?
NormalTexture Normal Normal None ?
NormalAlphaTex ? ? ? ?
NormalsBlendingModeAlpha ? ? ? ?
RoughnessTexture Roughness* Roughness* Roughness* ?
MetalnessTexture Metalness* Metalness* Metalness* ?
Properties Description
VertexOffsetFactor ?
DiffuseColor Procedural Color
DiffuseAlpha Alpha
UVOffsetX/Y ?
UVRotation ?
UVScaleX/Y ?
SecondaryMaskUVScale ?
SecondaryMaskUVInfluence ?
NormalAlpha ?
UseNormalAlphaTex ?
NormalsBlendingMode ?
RoughnessScale ?
RoughnessBias ?
MetalnessScale ?
MetalnessBias ?
AlphaMaskContrast ?
RoughnessMetalnessAlpha ?
AnimationSpeed ?
AnimationFramesWidth ?
AnimationFramesHeight ?
DepthThreshold ?

Notes

  • DiffuseColor multiplies against the texture color to add procedural color

glass

There are many different other glass shaders. This is the most basic one, used for small objects:

base\materials\glass.mt

To see different glass materials and their configurations, check configuring-materials -> glass-material-properties.md.

Texture Red Green Blue Alpha
GlassTint Color Color Color ?
MaskTexture ? ? ? ?
Roughness Roughness Roughness Roughness ?
Normal Normal Normal Normal ?
Vertex Colors Description
Red Color
Green Color
Blue Color
Properties Description
TintColor Procedural Color
Opacity Overall Opacity
OpacityBackFace Opacity of back face
TintFromVertexPaint Control how much vertex color will tint the glass color. If set to max value, vertex color will completely replace TintColor.
FrontFacesReflectionPower How much front face reflect light
BackFacesReflectionPower How much back face reflect light
IOR Index of Refraction?
RefractionDepth ?
FresnelBias ?
GlassSpecularColor Color of light reflected from glass
NormalStrength Control how much normal map affects mesh
NormalMapAffectsSpecular Control how much normal map affects reflected light
SurfaceMetalness Metalness
MaskOpacity ?
GlassRoughnessBias ?
MaskRoughnessBias ?
BlurRadius ?
BlurByRoughness ?

television_ad

base\fx\shaders\television_ad.mt
Texture Red Green Blue Alpha
AdTexture* Color Color Color Color
DirtTexture Color Color Color Color
Properties Description
TilesWidth* How many tiles are on the horizontal axis of the sprite sheet
TilesHeight* How many tiles are on the vertical axis of the sprite sheet
PlaySpeed Speed of which animation will play
InterlaceLines How much screen scanline is visible
PixelsHeight* Height of sprite in pixel
EmissiveEV Energy Voltage of light emission
EmissiveEVRaytracingBias Energy Voltage of light emission by Raytracing
EmissiveDirectionality ?
EnableRaytracedEmissive Enable Raytraced Emission
BlackLinesIntensity ?
BlackLinesRatio ?
BlackLinesSize ?
LinesOrDots ?
DistanceDivision ?
Metalness ?
Roughness ?
IsBroken If enabled, the animation will have a broken TV overlay effect
UseFloatParameter ?
UseFloatParameter1 ?
AlphaThreshold ?
DirtOpacityScale Opacity of Dirt Texture
DirtRoughness Roughness of Dirt
DirtUvScaleU UV Scale of Dirt Texture
DirtUvScaleV UV Scale of Dirt Texture
HUEChangeSpeed ?

Note

  • AdTexture: TV screen will play looping animations that are actually sprites like a .gif. We believe this is for optimization purposes since videos are heavy.
  • TilesWidth, TilesHeight, and PixelsHeight combine will help the game define the dimension of your tile (sprite) on the sprite sheet.
  • You should calculate your sprite sheet dimension so it completely fits in a square sheet. For example, a simple dimension is 5x5 tiles with 300x300 pixel sprite. Such a dimension will produce animation with 25 frames of a square sprite.
  • More examples of such sprite sheets can be found in the path below
base\environment\decoration\advertising\digital\textures\animated\textures

{% hint style="success" %} It's recommended that you use free tools like Ezgif.com to make .gif and convert it into a sprite sheet for AdTexture {% endhint %}

AdTexture as Sprite Sheet Example. This is the Trauma Team news in the game.

  • There are many screen shaders, this one is used for small TV screens.

{% hint style="success" %} If used cleverly with a properly done mesh, you can make use of this shader to put animation on your clothing or other items {% endhint %}