Emissive Material Properties

Properties of emissive (glowing) materials: Let There Be Light

Summary

Created: Jan 14 2024 by manavortex Last documented update: Jan 14 2024 by manavortex

This page documents glass 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.

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

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