Shaders

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Character Shaders

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CLOTH

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The CLOTH shader is the main shader used on character models, supporting anisotropic specular, environment cubes, and transparency.

Texture Type
Diffuse Texture Required
Normal Map Required
Specular Map Required
Environment Cube Optional

The ITEM shader is similar to the CLOTH shader, with added support for emission, and isn't affected by the toon shading of Project DIVA Megamix.

Texture Type
Diffuse Texture Required
Normal Map Required
Specular Map Required
Environment Cube Optional

The SKIN shader adds Subsurface Scattering and a tint to the model edges to mimic real skin.

Texture Type
Diffuse Texture Required
Normal Map Required
Specular Map Required

The HAIR shader is the most complex, requiring all four listed textures to display correctly. It also requires the mesh to have straight UV maps, with the anisotropic direction set to either `U` or `V`. The Translucency map is multiplied by 0, and thus, does nothing visually. (Source: Samyuu)

Texture Type
Diffuse Texture Required
Normal Map Required
Translucency Map Required
Specular Map Required

EYEBALL

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The EYEBALL shader is used for character eyes, with parallax for the diffuse and specular texture. It does require the mesh geometry to have proper tangents to display correctly.

Texture Type
Diffuse Texture Required
Specular Map Required
Environment Cube Required

TIGHTS

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The TIGHTS shader is designed to simulate the specific way light interacts with tights. The specular reflection is increased, the alpha component of ambient is used to add a facing effect around the edges, and the alpha component of emission is used to control shadow intensity. It requires a special transparency map.

Texture Type
Diffuse Texture Required
Normal Map Required
Transparency Map Required
Specular Map Required
Environment Cube Optional

Stage Shaders

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BLINN

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The BLINN shader is one of the most basic shaders in the game, affected by the STAGE lighting settings and emission. NOTE: For best results, you should set Lambert shading to True, Phong shading to True, and Per Pixel shading to True. (Source: korenkonder)

Texture Type
Diffuse Texture Optional
Normal Map Optional
Specular Map Optional
Environment Cube Optional

STAGE

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The STAGE is primarily used for stages in game, with support for baked lighting, and will be affected by the STAGE lighting settings. NOTE: Any material using the STAGE shader should set Lambert shading to True, and Phong shading to False. (Source: korenkonder)

Texture Type
Diffuse Texture Required
Normal Map Optional
Specular Map Required
Environment Cube Optional

FLOOR

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The FLOOR stage is functionally the same as STAGE, but supports real-time reflections. The strength of the reflection is controlled by the alpha component of specular. NOTE: Reflections for stages use a duplicated mesh, specified in the Stage Data database, and will render meshes with the _reflect suffix in the mesh name. Characters will also be reflected, but rendered with the SIMPLE shader, which degrades the visuals.

Texture Type
Diffuse Texture Required
Normal Map Required
Transparency Map Optional
Specular Map Required
Environment Cube Optional

PUDDLE

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The PUDDLE shader is similar to FLOOR, but with added support for ripples from the Rain Stage Effect.

Texture Type
Diffuse Texture Required
Normal Map Optional
Transparency Map Optional
Specular Map Optional
Environment Cube Optional

WATER01

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The WATER01 shader acts like water, with support for the Ripple and Splash Stage Effect.

Texture Type
Diffuse Texture Required
Normal Map Required

The SKY shader is for skyboxes that specifically use YCbCr color formats for their textures.

Texture Type
Diffuse Texture Required