FX Material Properties

Animated materials and their properties

For a list of effect materials, check Cheat sheet: Materials -> FX Shaders

metal_base_glitter

This shader glimmers

base\fx\_shaders\metal_base_glitter.mt

BaseColor

path to your texture.xbm (Diffuse/Albedo)

BaseColorScale

an RGB color value

Roughness

path to your roughnessMap.xbm (if you have one)

Metalness

path to your metalnessMap.xbm (if you have one)

Normal

path to your normalMap.xbm (if you have one)

holo_mask

base\fx\_shaders\holo_mask.mt

hologram

base\fx\_shaders\hologram.mt

Holo material (example .mi)

oda_helm

base\fx_shaders\oda_helm.mt

Silverhand Overlay

base\materials\silverhand_overlay.mt

To give your mesh a silverhand's arm holographic glitch effect you can use the silverhand_overlay.mt file. It uses a mlmask, mlsetup and is an emissive.

In game example for its usage can be located in the overlay_arm material in the mesh: base\characters\common\player_base_bodies\player_man_average\special\a0_001_pma_cyber__silverhand_overlay.mesh

Decal submeshes will not project onto a mesh with silverhand_overlay applied to it.

Lighting

You can find a mesh-as-effect as component inside base\characters\cyberware\player\a0_003__mantisblade\appearances\a0_003_wa__mantisblades_edge.app

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