Emissive Material Properties
Properties of emissive (glowing) materials: Let There Be Light
Last updated
Properties of emissive (glowing) materials: Let There Be Light
Last updated
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->
For an explanation of material properties and further links, see Material properties
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
The properties need to be documented at some point