Shader Docs
This section gives you an overview of shaders and their properties. For a detailed explanation, see Material properties.
Understanding and leveraging RED4 shaders
We do not have official documentation from CDPR about how shaders are used by artists. Thus any 2d/3d artist is looking at hundreds of black-box shaders with unknown usage. This is extremely demotivating for anyone looking to bring new assets to life with REDengine. The following list of tables is an attempt to make life easier for artists by using the community to document commonly used shaders.
About the documentation
The name and path of each shader will be documented by the header.
Next we are using a table for each texture parameter with the exact name listed by CDPR in the w2mg file, how REDengine uses each specific RGBA channel, and the usable range of the channel if not 0-1/0-255.
When applicable, vertex color properties will be listed underneath the texture table with a similar format.
Scalar, vector, color, and other properties will follow with their own unique description table.
An asterisk (*) is used to notate some degree of uncertainty, or need for more independent testing.
Shaders
skin
The skin material is a versatile PBR (textured) shader.
You can learn more about the skin shader under Material properties-> Hair and skin material properties.
While it is possible to use the skin shader for things that are not skin, you should consider using metal_base instead.
Albedo
Color
Color
Color
?
SecondaryAlbedo
?
?
?
?
Normal
Normal
Normal
None
?
DetailNormal
Additive Normal
Additive Normal
None
?
Roughness
Roughness
None
MicroDetail mask (0.5-1)*
?
MicroDetail
Additive Normal
Additive Normal
None
?
TintColorMask
?
?
?
?
Detailmap_Stretch
Additive Normal
Additive Normal
None
?
Detailmap_Squash
Additive Normal
Additive Normal
None
?
EmmisiveMask
?
?
?
?
Bloodflow
?
?
?
?
Red
Ambient Occlusion*
Green
Subsurface Scattering Mask
Blue
Improved Facial Lighting Mask
SecondaryAlbedoInfluence
?
SecondaryAlbedoTintColorInfluence
?
DetailRoughnessBiasMin/Max
?
MicroDetailUVScale01/02
?
MicroDetailInfluence
Controls MicroDetail normal intensity
TintColor
?
TintScale
?
SkinProfile
?
EmissiveEV
?
CavityIntensity
?
BloodColor
?
DetailNormalInfluence
Controls DetailNormal normal intensity
Notes
The DetailNormal texture contains generic normal details that are shared between most faces. This is not a tiling/procedural texture. The DetailNormalInfluence scalar parameter can be used to lower the intensity to simulate makeup or synthetic skin.\
The MicroDetail texture contains a microblend tiling texture used to add procedural detail to the normal map. We believe the Roughness texture blue channel is used to mask parts of the face from exhibiting this detail, such as the lips, eyelids, and ears.
mesh_decal
mesh_decal
DiffuseTexture
Color
Color
Color
Opacity Mask
SecondaryMask
?
?
?
?
NormalTexture
Normal
Normal
None
?
NormalAlphaTex
?
?
?
?
NormalsBlendingModeAlpha
?
?
?
?
RoughnessTexture
Roughness*
Roughness*
Roughness*
?
MetalnessTexture
Metalness*
Metalness*
Metalness*
?
VertexOffsetFactor
?
DiffuseColor
Procedural Color
DiffuseAlpha
Alpha
UVOffsetX/Y
?
UVRotation
?
UVScaleX/Y
?
SecondaryMaskUVScale
?
SecondaryMaskUVInfluence
?
NormalAlpha
?
UseNormalAlphaTex
?
NormalsBlendingMode
?
RoughnessScale
?
RoughnessBias
?
MetalnessScale
?
MetalnessBias
?
AlphaMaskContrast
?
RoughnessMetalnessAlpha
?
AnimationSpeed
?
AnimationFramesWidth
?
AnimationFramesHeight
?
DepthThreshold
?
Notes
DiffuseColor multiplies against the texture color to add procedural color
glass
There are many different other glass shaders. This is the most basic one, used for small objects:
To see different glass materials and their configurations, check Material properties -> Transparent material properties.
GlassTint
Color
Color
Color
?
MaskTexture
?
?
?
?
Roughness
Roughness
Roughness
Roughness
?
Normal
Normal
Normal
Normal
?
Red
Color
Green
Color
Blue
Color
TintColor
Procedural Color
Opacity
Overall Opacity
OpacityBackFace
Opacity of back face
TintFromVertexPaint
Control how much vertex color will tint the glass color. If set to max value, vertex color will completely replace TintColor.
FrontFacesReflectionPower
How much front face reflect light
BackFacesReflectionPower
How much back face reflect light
IOR
Index of Refraction?
RefractionDepth
?
FresnelBias
?
GlassSpecularColor
Color of light reflected from glass
NormalStrength
Control how much normal map affects mesh
NormalMapAffectsSpecular
Control how much normal map affects reflected light
SurfaceMetalness
Metalness
MaskOpacity
?
GlassRoughnessBias
?
MaskRoughnessBias
?
BlurRadius
?
BlurByRoughness
?
television_ad
AdTexture*
Color
Color
Color
Color
DirtTexture
Color
Color
Color
Color
TilesWidth*
How many tiles are on the horizontal axis of the sprite sheet
TilesHeight*
How many tiles are on the vertical axis of the sprite sheet
PlaySpeed
Speed of which animation will play
InterlaceLines
How much screen scanline is visible
PixelsHeight*
Height of sprite in pixel
EmissiveEV
Energy Voltage of light emission
EmissiveEVRaytracingBias
Energy Voltage of light emission by Raytracing
EmissiveDirectionality
?
EnableRaytracedEmissive
Enable Raytraced Emission
BlackLinesIntensity
?
BlackLinesRatio
?
BlackLinesSize
?
LinesOrDots
?
DistanceDivision
?
Metalness
?
Roughness
?
IsBroken
If enabled, the animation will have a broken TV overlay effect
UseFloatParameter
?
UseFloatParameter1
?
AlphaThreshold
?
DirtOpacityScale
Opacity of Dirt Texture
DirtRoughness
Roughness of Dirt
DirtUvScaleU
UV Scale of Dirt Texture
DirtUvScaleV
UV Scale of Dirt Texture
HUEChangeSpeed
?
Note
AdTexture: TV screen will play looping animations that are actually sprites like a .gif. We believe this is for optimization purposes since videos are heavy.
TilesWidth, TilesHeight, and PixelsHeight combine will help the game define the dimension of your tile (sprite) on the sprite sheet.
You should calculate your sprite sheet dimension so it completely fits in a square sheet. For example, a simple dimension is 5x5 tiles with 300x300 pixel sprite. Such a dimension will produce animation with 25 frames of a square sprite.
More examples of such sprite sheets can be found in the path below
It's recommended that you use free tools like Ezgif.com to make .gif and convert it into a sprite sheet for AdTexture
There are many screen shaders, this one is used for small TV screens.
If used cleverly with a properly done mesh, you can make use of this shader to put animation on your clothing or other items
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