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.