Created: Jan 14 2024 by manavortex Last documented update: Jan 14 2024 by manavortex
This page documents glass shaders and their properties.
For an overview of glass shaders, see Cheat sheet: Materials-> #glass
For an explanation of material properties and further links, see Material properties
To turn on material transparency, the EnableMask
property must be set to True
!
Cyberpunk's glass material, such as base\materials\glass_onesided.mt
All glass materials can consider the vertex color attribute, which you can edit directly in Blender.
Find a ready-to-use bottle glass .mi here.
For a glass material without view distortion and warping, use base\vehicles\common\materials\glass_windshield_tinted_black.mi
Find a ready-to use glass .mi file here
base\environment\decoration\electronics\devices\device_neokitsch\textures\device_neokitsch_glass_black.mi
base\fx\shaders\parallaxscreen.mt
Find a ready-to-use example of a turned-off screen here.
There are a number of ways you can colorize your glass. GlassTint is the texture used to determine glass color. TintColor is procedural color. TintFromVertexPaint value determines how much vertex color affects the glass color. GlassTint seemingly has the highest priority, as in it will override other color parameters. Below is a test result from the process of making a glass wing.
Download the .mi file here
You can see the material in action on mana's Barong Tagalog mod, or download the .mi file from the resource repository
Parameter name | Value |
---|---|
Property | Value | |
---|---|---|
Opacity
float, 0.0 - 1.0
: Controls glass transparency.
GlassTint
A texture to tint your glass. (TBD: Does it work as a mask?)
TintColor
Glass tint as RGB (copy from e.g. mi_neokitsch_fridge_z_emissive.mi
).
IOR
Index of refraction as float, 1.0-2.0:
The refraction properties of your material. (Water > glass > air)
Refraction Depth
float 0.0-10.0:
Control refraction depth here. You can turn your ray into a curve that way!
FresnelBias
float, 0.0 - 2.0
: How much does the glass behave like a lens (that is, warp the picture behind it)?
BlurRadius
float, 0.0 - 1.0
: Blur amount when looking through the glass
VertexColorTint
float, 0.0 - 1.0
: Transparency of vertex colour tint
Opacity/OpacityBackFace
float, 0.0 - 5.0
: Controls glass transparency. OpacityBackFace will only affect inside-facing normals.
FrontFacesReflectionPower / BackFacesReflectionPower
float, 0.0-10.0
: How strongly should the glass reflect?
TintColor/TintSurface
Surface and refraction color as RGB (copy from e.g. mi_neokitsch_fridge_z_emissive.mi
).
ParalaxTexture
Texture that your screen should display, e.g. base\materials\placeholder\black.xbm
LayersSeparation
1
ScanlinesIntensity
0
ScanlinesDensity
0
Emissive
0
Roughness
0.200000003
Metalness
0
baseMaterial
base\materials\glass_onesided.mt
TintColor
white (220, 220, 220, 0)
IOR
0.100000001
NormalStrength
5.74905014
Roughness
base\materials\placeholder\black.xbm
GlassRoughnessBias
0
BlurRadius
1
baseMaterial
base\materials\glass_onesided.mt
enableMask
true
TintColor
RGB
colours the material
IOR
0.300000012
Index of refraction
Opacity
1
the material's transparency will be determined by the mask texture
NormalStrength
2.74905014
MaskTexture
texture (black/white)
black parts of the mask will not be affected by this material
Roughness
texture (black/white)
use base\materials\placeholder\white.xbm
for maximum roughness
Normal
texture (normal map)
path\to\your\normal_n01.xbm
GlassRoughnessBias
0
???
MaskOpacity
0.629999995
0 - 1, controls glass opacity
BlurRadius
0
will blur the things behind the glass