Shader¶
The following section describes the available shader options and their settings.
There are three different kind of shader nodes:
- BS Shader PP Lighting Property
- BS Lighting Shader Property
- BS Effect Shader Property
BS Shader PP Lighting Property¶
This shader node is used for things.
- Alpha Texture
- Alpha Texture requires NiAlphaProperty to enable.
- Decal Single Pass
- Decal.
- Dynamic Alpha
- Dynamic Alpha.
- Dynamic Decal Single Pass
- Dynamic Decal
- Empty
- Unknown.
- Environment Mapping
- Environment Mapping (uses Envmap Scale).
- External Emittance
- External Emittance
- Eye Environment Mapping
- Eye Environment Mapping (does not use envmap light fade or envmap scale).
- Face Gen
- FaceGen.
- Fire Refraction
- Fire Refraction (switches on refraction power/period).
- Hair
- Hair.
- Local Map Hide Secret
- Localmap Hide Secret.
- Low Detail
- Low Detail (seems to use standard diff/norm/spec shader).
- Multiple Textures
- Multiple Textures (base diff/norm become null).
- Non Projective Shadows
- Non-Projective Shadows.
- Parallax Occlusion
- Parallax Occlusion.
- Parallax Shader Index
- Parallax.
- Refraction
- Refraction (switches on refraction power).
- Remappable Textures
- Usually seen with texture animation.
- Shadow Frustum
- Shadow Frustum.
- Shadow Map
- Shadow Map.
- Single Pass
- Single Pass.
- Skinned
- Required For skinned meshes.
- Specular
- Enables specularity.
- Tree Billboard
- Tree Billboard.
- Unknown 1
- Unknown.
- Unknown 2
- Unknown.
- Unknown 3
- Unknown/Crash.
- Vertex Alpha
- Vertex Alpha.
- Window Environment Mapping
- Window Environment Mapping.
- Z Buffer Test
- Z Buffer Test.
BS Lighting Shader Property¶
Skyrim PP shader for assigning material/shader/texture.
This shader node is used for things.
- Cast Shadows
- Can cast shadows.
- Decal
- Decal.
- Dynamic Decal
- Dynamic Decal.
- Enviroment Mapping
- Environment mapping (uses Envmap Scale).
- External Emittance
- External Emittance.
- Eye Environment Mapping
- Eye Environment Mapping (Must use the Eye shader and the model must be skinned).
- Facegen Detail
- Use a face detail map in the 4th texture slot.
- Facegen RGB Tint
- Use tintmask for Face.
- Fire Refraction
- Fire Refraction.
- Greyscale to Palette Alpha
- Greyscale to Palette Alpha.
- Greyscale to Palette Color
- Greyscale to Palette Color.
- Hair Soft Lighting
- Keeps from going too bright under lights (hair shader only).
- Landscape
- Unknown.
- Localmap Hide Secret
- Object and anything it is positioned above will not render on local map view.
- Model Space Normals
- Use Model space normals and an external Specular Map.
- Multiple Textures
- Multiple Textures.
- Non Projective Shadows
- Unknown.
- Own Emit
- Provides its own emittance color.
- Parallax Occlusion
- Parallax Occlusion.
- Parallax
- Parallax.
- Projected UV
- Used for decalling.
- Receive Shadows
- Object can recieve shadows.
- Refraction
- Use normal map for refraction effect.
- Remappable Textures
- Remappable Textures.
- Screendoor Alpha Fade
- Screendoor Alpha Fade.
- Skinned
- Required For Skinned Meshes.
- Soft Effect
- Soft Effect.
- Specular
- Enables Specularity.
- Temp Refraction
- Unknown.
- Use Falloff
- Use Falloff value in EffectShaderProperty.
- Vertex Alpha
- Enables using alpha component of vertex colors.
- Z Buffer Test
- ZBuffer Test.
- Anisotropic Lighting
- Anisotropic Lighting.
- Assume Shadowmask
- Assume Shadowmask.
- Back Lighting
- Use Back Lighting Map.
- Billboard
- Billboard.
- Cloud LOD
- Cloud LOD.
- Double Sided
- Double-sided rendering.
- Effect Lighting
- Effect Lighting.
- Envmap Light Fade
- Envmap Light Fade.
- Fit Slope
- Fit Slope.
- Glow Map
- Use Glow Map in the third texture slot.
- HD LOD Objects
- HD LOD Objects.
- Hide On Local Map
- Similar to hide secret.
- LOD Landscape
- LOD Landscape.
- LOD Objects
- LOD Objects.
- Multi Index Snow
- Multi Index Snow.
- Multi Layer Parallax
- Use Multilayer (inner-layer) Map.
- No Fade
- No Fade.
- No LOD Land Blend
- No LOD Land Blend.
- No Transparency Multisampling
- No Transparency Multisampling.
- Packed Tangent
- Packed Tangent.
- Premult Alpha
- Has Premultiplied Alpha.
- Rim Lighting
- Use Rim Lighting Map.
- Soft Lighting
- Use Soft Lighting Map.
- Tree Anim
- Enables Vertex Animation, Flutter Animation.
- Uniform Scale
- Uniform Scale.
- Unused01
- Unused.
- Unused02
- Unused.
- Vertex Colors
- Has Vertex Colors.
- Vertex Lighting
- Vertex Lighting.
- Weapon Blood
- Used for blood decals on weapons.
- Wireframe
- Wireframe.
- Z Buffer Write
- Enables writing to the Z-Buffer.
BS Effect Shader Property¶
Skyrim non-PP shader model, used primarily for transparency effects, often as decal.
- Cast Shadows
- Can cast shadows.
- Decal
- Decal.
- Dynamic Decal
- Dynamic Decal.
- Enviroment Mapping
- Environment mapping (uses Envmap Scale).
- External Emittance
- External Emittance.
- Eye Environment Mapping
- Eye Environment Mapping (Must use the Eye shader and the model must be skinned).
- Facegen Detail
- Use a face detail map in the 4th texture slot.
- Facegen RGB Tint
- Use tintmask for Face.
- Fire Refraction
- Fire Refraction.
- Greyscale to Palette Alpha
- Greyscale to Palette Alpha.
- Greyscale to Palette Color
- Greyscale to Palette Color.
- Hair Soft Lighting
- Keeps from going too bright under lights (hair shader only).
- Landscape
- Unknown.
- Localmap Hide Secret
- Object and anything it is positioned above will not render on local map view.
- Model Space Normals
- Use Model space normals and an external Specular Map.
- Multiple Textures
- Multiple Textures.
- Non Projective Shadows
- Unknown.
- Own Emit
- Provides its own emittance color.
- Parallax Occlusion
- Parallax Occlusion.
- Parallax
- Parallax.
- Projected UV
- Used for decalling.
- Receive Shadows
- Object can recieve shadows.
- Refraction
- Use normal map for refraction effect.
- Remappable Textures
- Remappable Textures.
- Screendoor Alpha Fade
- Screendoor Alpha Fade.
- Skinned
- Required For Skinned Meshes.
- Soft Effect
- Soft Effect.
- Specular
- Enables Specularity.
- Temp Refraction
- Unknown.
- Use Falloff
- Use Falloff value in EffectShaderProperty.
- Vertex Alpha
- Enables using alpha component of vertex colors.
- Z Buffer Test
- ZBuffer Test.
- Anisotropic Lighting
- Anisotropic Lighting.
- Assume Shadowmask
- Assume Shadowmask.
- Back Lighting
- Use Back Lighting Map.
- Billboard
- Billboard.
- Cloud LOD
- Cloud LOD.
- Double Sided
- Double-sided rendering.
- Effect Lighting
- Effect Lighting.
- Envmap Light Fade
- Envmap Light Fade.
- Fit Slope
- Fit Slope.
- Glow Map
- Use Glow Map in the third texture slot.
- HD LOD Objects
- HD LOD Objects.
- Hide On Local Map
- Similar to hide secret.
- LOD Landscape
- LOD Landscape.
- LOD Objects
- LOD Objects.
- Multi Index Snow
- Multi Index Snow.
- Multi Layer Parallax
- Use Multilayer (inner-layer) Map.
- No Fade
- No Fade.
- No LOD Land Blend
- No LOD Land Blend.
- No Transparency Multisampling
- No Transparency Multisampling.
- Packed Tangent
- Packed Tangent.
- Premult Alpha
- Has Premultiplied Alpha.
- Rim Lighting
- Use Rim Lighting Map.
- Soft Lighting
- Use Soft Lighting Map.
- Tree Anim
- Enables Vertex Animation, Flutter Animation.
- Uniform Scale
- Uniform Scale.
- Unused01
- Unused.
- Unused02
- Unused.
- Vertex Colors
- Has Vertex Colors.
- Vertex Lighting
- Vertex Lighting.
- Weapon Blood
- Used for blood decals on weapons.
- Wireframe
- Wireframe.
- Z Buffer Write
- Enables writing to the Z-Buffer.