Emissive Material Properties

Properties of Materials with emissive (glowing) parameters: Let There Be Light

Summary

Created: Jan 14 2024 by manavortex Last documented update: Mar 1 2025 by PinkyJulien

This page documents Emissive Material 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.

PARAMETER
DESCRIPTION

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.


device_diode.mt

You can find the shader under base/fx/shaders/device_diode.mt


screen_fluff_{color}.mi / parallaxscreen.mt

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. It's also used for a lot of monitors and screens.

All materials using the parallaxscreen.mt baseMaterial share the same parameters.

PARAMETER
DESCRIPTION

ParalaxTexture

The image that will be displayed on the screen.

LayersSeparation

Determines the depth of the Paralax effect. Higher the number, deeper the effect.

ScanlineTexture

Texture of the Scanlines effect. (especially visible when paired with a blinking mask)

ScanlinesDensity

Determines the amount/thickness of the scanlines.

Emissive

The brightness of the display.

EmissiveColor

Determines the color of the Emissive.

ScrollMaskTexture

GREEN (scroll1) and RED (scroll2) on black mask. Determines how a scrolling animation is applied to the ParalaxTexture.

ScrollSpeed1

Determines the speed of the scrolling animation of the GREEN masked area.

ScrollSpeed2

Determines the speed of the scrolling animation of the RED masked area.

ScrollVerticalOrHorizontal

Determines if the scrolling of the masked area will be Vertical (0) or Horizontal (1).

BlinkingMaskTexture

Black and white mask. Determines which area of the ParalaxTexture will "blink" (white area will be static, black area will blink)

BlinkingSpeed

Determines the speed of the blinking of the BLACK masked area.

HSV_Mod

See below.

HSV_Mod

Modifies the colour of the screen/glow.

PARAMETER
DESCRIPTION

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

Colour
Position
Percentage
X

Red

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.


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