Emissive Material Properties
Properties of Materials with emissive (glowing) parameters: Let There Be Light
Last updated
Was this helpful?
Properties of Materials with emissive (glowing) parameters: Let There Be Light
Last updated
Was this helpful?
Created: Jan 14 2024 by Last documented update: Mar 1 2025 by
This page documents Emissive Material shaders and their properties.
For an explanation of material properties and further links, see Material properties
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.
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
The properties need to be documented at some point
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.
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.
There are additional properties that haven't been documented yet.
HSV_Mod
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.