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.
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
Created: Jan 14 2024 by Last documented update: Jan 14 2024 by
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.
Refraction Depth
float 0.0-10.0:
Control refraction amount here.
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