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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