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 Last documented update: Dec 30 2024 by
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
There are several versions, located at base\materials\screen\
Screen fluff is the effect used on items with a digital/led decoration like pozer jackets, infovisors, and ocusets.
ParalaxTexture
The image that will be displayed on the screen.
Emissive
The brightness of the display.
ScrollMaskTexture
Determines how a scrolling animation is applied to the ParalaxTexture
.
HSV_Mod
See below.
There are additional properties that haven't been documented yet.
Modifies the colour of the screen/glow.
X
Hue. A degree from 0° to 360° in a colour wheel where 0° is red, 120° is green, and 240° is blue, represented as a decimal between 0 and 1. See examples below.
Y
Saturation. A value between 0 and 1, with 1 being fully saturated and 0 being unsaturated.
Z
Unknown. Doesn't seem to have an effect.
W
Unknown. Doesn't seem to have an effect.
Examples
Red
0°
0% (0/360)
0.000
Yellow
60°
16.66% (60/360)
0.1666
Cyan
180°
50% (180/360)
0.5000
Results appear to be the same regardless of which version of screen_fluff is used, but the colour of the ParalaxTexture
does matter. This can lead to unpredictable results if a coloured ParalaxTexture
is used. The blend mode (the method used to determine how the colours are combined) applied appears to be divide. Results will be more predictable if a black and white ParalaxTexture
is used.