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	<updated>2026-06-06T01:53:52Z</updated>
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	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=165</id>
		<title>Shaders</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=165"/>
		<updated>2025-10-01T19:59:24Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* ITEM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== CLOTH ===&lt;br /&gt;
The &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader is the main shader used on character models, supporting anisotropic specular, environment cubes, and transparency.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ITEM ===&lt;br /&gt;
The &#039;&#039;&#039;ITEM&#039;&#039;&#039; shader is similar to the &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader, with added support for [[wikipedia:Emissivity|emission]], and isn&#039;t affected by the toon shading of [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Project DIVA Megamix].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKIN ===&lt;br /&gt;
The &#039;&#039;&#039;SKIN&#039;&#039;&#039; shader adds [[wikipedia:Subsurface_scattering|Subsurface Scattering]] and a tint to the model edges to mimic real skin.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HAIR ===&lt;br /&gt;
The &#039;&#039;&#039;HAIR&#039;&#039;&#039; 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)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Translucency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EYEBALL ===&lt;br /&gt;
The &#039;&#039;&#039;EYEBALL&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TIGHTS ===&lt;br /&gt;
The &#039;&#039;&#039;TIGHTS&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stage Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== BLINN ===&lt;br /&gt;
The &#039;&#039;&#039;BLINN&#039;&#039;&#039; shader is one of the most basic shaders in the game, affected by the STAGE lighting settings and emission. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; For best results, you should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;True,&#039;&#039; and &#039;&#039;Per Pixel shading&#039;&#039; to &#039;&#039;True&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== STAGE ===&lt;br /&gt;
The &#039;&#039;&#039;STAGE&#039;&#039;&#039; is primarily used for stages in game, with support for baked lighting, and will be affected by the STAGE lighting settings. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Any material using the &#039;&#039;&#039;STAGE&#039;&#039;&#039; shader should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, and &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;False&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FLOOR ===&lt;br /&gt;
The &#039;&#039;&#039;FLOOR&#039;&#039;&#039; stage is functionally the same as &#039;&#039;&#039;STAGE&#039;&#039;&#039;, but supports real-time reflections. The strength of the reflection is controlled by the alpha component of specular. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Reflections for stages use a duplicated mesh, specified in the [[Stage Data]] database, and will render meshes with the &#039;&#039;_reflect&#039;&#039; suffix in the mesh name. Characters will also be reflected, but rendered with the &#039;&#039;&#039;SIMPLE&#039;&#039;&#039; shader, which degrades the visuals.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PUDDLE ===&lt;br /&gt;
The &#039;&#039;&#039;PUDDLE&#039;&#039;&#039; shader is similar to &#039;&#039;&#039;FLOOR&#039;&#039;&#039;, but with added support for ripples from the Rain [[Stage Effects|Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== WATER01 ===&lt;br /&gt;
The &#039;&#039;&#039;WATER01&#039;&#039;&#039; shader acts like water, with support for the Ripple and Splash [[Stage Effects|Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKY ===&lt;br /&gt;
The &#039;&#039;&#039;SKY&#039;&#039;&#039; shader is for skyboxes that specifically use YCbCr color formats for their textures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=164</id>
		<title>Shaders</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=164"/>
		<updated>2025-10-01T19:58:59Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* ITEM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== CLOTH ===&lt;br /&gt;
The &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader is the main shader used on character models, supporting anisotropic specular, environment cubes, and transparency.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ITEM ===&lt;br /&gt;
The &#039;&#039;&#039;ITEM&#039;&#039;&#039; shader is similar to the &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader, with added support for [[wikipedia:Emissivity|emmision]], and isn&#039;t affected by the toon shading of [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Project DIVA Megamix].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKIN ===&lt;br /&gt;
The &#039;&#039;&#039;SKIN&#039;&#039;&#039; shader adds [[wikipedia:Subsurface_scattering|Subsurface Scattering]] and a tint to the model edges to mimic real skin.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HAIR ===&lt;br /&gt;
The &#039;&#039;&#039;HAIR&#039;&#039;&#039; 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)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Translucency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EYEBALL ===&lt;br /&gt;
The &#039;&#039;&#039;EYEBALL&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TIGHTS ===&lt;br /&gt;
The &#039;&#039;&#039;TIGHTS&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stage Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== BLINN ===&lt;br /&gt;
The &#039;&#039;&#039;BLINN&#039;&#039;&#039; shader is one of the most basic shaders in the game, affected by the STAGE lighting settings and emission. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; For best results, you should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;True,&#039;&#039; and &#039;&#039;Per Pixel shading&#039;&#039; to &#039;&#039;True&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== STAGE ===&lt;br /&gt;
The &#039;&#039;&#039;STAGE&#039;&#039;&#039; is primarily used for stages in game, with support for baked lighting, and will be affected by the STAGE lighting settings. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Any material using the &#039;&#039;&#039;STAGE&#039;&#039;&#039; shader should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, and &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;False&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FLOOR ===&lt;br /&gt;
The &#039;&#039;&#039;FLOOR&#039;&#039;&#039; stage is functionally the same as &#039;&#039;&#039;STAGE&#039;&#039;&#039;, but supports real-time reflections. The strength of the reflection is controlled by the alpha component of specular. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Reflections for stages use a duplicated mesh, specified in the [[Stage Data]] database, and will render meshes with the &#039;&#039;_reflect&#039;&#039; suffix in the mesh name. Characters will also be reflected, but rendered with the &#039;&#039;&#039;SIMPLE&#039;&#039;&#039; shader, which degrades the visuals.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PUDDLE ===&lt;br /&gt;
The &#039;&#039;&#039;PUDDLE&#039;&#039;&#039; shader is similar to &#039;&#039;&#039;FLOOR&#039;&#039;&#039;, but with added support for ripples from the Rain [[Stage Effects|Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== WATER01 ===&lt;br /&gt;
The &#039;&#039;&#039;WATER01&#039;&#039;&#039; shader acts like water, with support for the Ripple and Splash [[Stage Effects|Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKY ===&lt;br /&gt;
The &#039;&#039;&#039;SKY&#039;&#039;&#039; shader is for skyboxes that specifically use YCbCr color formats for their textures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Stage_Effects&amp;diff=148</id>
		<title>Stage Effects</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Stage_Effects&amp;diff=148"/>
		<updated>2025-09-24T03:22:08Z</updated>

		<summary type="html">&lt;p&gt;Platonic: Finished effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stages in Project DIVA can have several effects applied without having to animate them directly, and are driven with plain text files held in rom/stage_param:&lt;br /&gt;
&lt;br /&gt;
== Coli ==&lt;br /&gt;
The simplest stage effect, &#039;&#039;&#039;Coli&#039;&#039;&#039; adds collision for physics in game. A &#039;&#039;&#039;Coli&#039;&#039;&#039; file can be applied to:&lt;br /&gt;
&lt;br /&gt;
* A whole stage (simply by naming it coli_[stage].txt), &lt;br /&gt;
* A specific [[Mothead]] frame (with the _mhd[frame] suffix), &lt;br /&gt;
&lt;br /&gt;
* Or to a specific performer (with the _p[number]_[frame] suffix)&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Coli&#039;&#039;&#039; file holds collision objects, with each object holding a value for:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Friction&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the [[wikipedia:Friction|friction]] applies to physics interacting with the object&lt;br /&gt;
|-&lt;br /&gt;
|pos.0.[X,Y,Z]&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the first point of the object in 3d space&lt;br /&gt;
|-&lt;br /&gt;
|pos.1.[X,Y,Z]&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the second point of the object in 3d space&lt;br /&gt;
|-&lt;br /&gt;
|Radius&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the radius of the object &lt;br /&gt;
|-&lt;br /&gt;
|Type&lt;br /&gt;
|0-5&lt;br /&gt;
|Sets the shape of the object. [[https://github.com/search?q=repo%3Akorenkonder%2FReDIVA%20obj_skin_skin_param_coli_type&amp;amp;type=code#:~:text=enum%20obj_skin_skin_param_coli_type%20%7B,_CYLINDER%20%3D%200x02%2C Source: ReDIVA]]&lt;br /&gt;
1 is disabled&lt;br /&gt;
2 is a ball&lt;br /&gt;
3 is a cylinder &lt;br /&gt;
4 is a plane&lt;br /&gt;
5 is an ellipse&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA positions the object based on the pos.0 and pos.1 values, starting from pos,0, and stopping at pos.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coli&#039;&#039;&#039; files also hold [https://github.com/search?q=repo%3Akorenkonder%2FReDIVA%20struct%20osage_ring_data%20%7B%20%20%20%20%20float_t%20rect_x%3B%20%20%20%20%20float_t%20rect_y%3B%20%20%20%20%20float_t%20rect_width%3B%20%20%20%20%20float_t%20rect_height%3B%20%20%20%20%20float_t%20ring_height%3B%20%20%20%20%20float_t%20out_height%3B%20%20%20%20%20bool%20init%3B%20%20%20%20%20OsageCollision%20coli_object%3B%20%20%20%20%20std%3A%3Avector%3CSkinParam%3A%3ACollisionParam%3E%20skp_root_coli%3B&amp;amp;type=code#:~:text=1886-,struct%20osage_ring_data%20%7B,-1887 Osage ring data], but goes unused in Project DIVA&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|out_height&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|rect.height&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|rect.width&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|rect.[X, Y]&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|ring_height&lt;br /&gt;
|[value]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fog_ring ==&lt;br /&gt;
&#039;&#039;&#039;Fog_ring&#039;&#039;&#039; creates low-laying fog, with a specified texture, number of particles, and density. It is applied to a whole stage, by naming the file fog_ring_[stage].txt, and specifying the &#039;&#039;&#039;Fog&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Fog Ring Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|num_ptcls&lt;br /&gt;
|[integer]&lt;br /&gt;
|Sets the amount of particles to be drawn &lt;br /&gt;
|-&lt;br /&gt;
|ring_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Size of the area the fog ring takes up&lt;br /&gt;
|-&lt;br /&gt;
|wind_dir&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the direction the fog will blow in&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Sets the color of the fog&lt;br /&gt;
|-&lt;br /&gt;
|ptcl_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the size of particles&lt;br /&gt;
|-&lt;br /&gt;
|density&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the density of fog particles&lt;br /&gt;
|-&lt;br /&gt;
|density_offset&lt;br /&gt;
|[value]&lt;br /&gt;
|Offsets the density of fog particles(?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaf ==&lt;br /&gt;
&#039;&#039;&#039;Leaf&#039;&#039;&#039; replicates leaves falling through the air, with a specified texture, number of particles, and emission speed. It is applied to a whole stage, by naming the file leaf_ring_[stage].txt, and specifying the &#039;&#039;&#039;Leaf&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Leaf Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Name of texture to be displayed on the leaf particles&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Color of leaf particles&lt;br /&gt;
|-&lt;br /&gt;
|psize&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the size of leaf particles&lt;br /&gt;
|-&lt;br /&gt;
|frame_speed_coef&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the speed of particles&lt;br /&gt;
|-&lt;br /&gt;
|emit_interval&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets how often a particle is spawned&lt;br /&gt;
|-&lt;br /&gt;
|wind&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the wind direction&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|How far the particles can be spawned&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the offset of the particles&lt;br /&gt;
|-&lt;br /&gt;
|lie_plane_xz&lt;br /&gt;
|[minX, maxX, minZ, maxZ]&lt;br /&gt;
|Sets the plane where particles can lie on the ground &lt;br /&gt;
|-&lt;br /&gt;
|split_tex&lt;br /&gt;
|[bool]&lt;br /&gt;
|0 is false, 1 is true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lit_proj ==&lt;br /&gt;
Sets a texture (or movie file) to be projected onto models in the scene. The direction and strength is set through the [[Lighting#Projection|Projection]] light type, and is enabled by naming the file litproj_[stage].txt&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Light Projection Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Name of texture to be projected on models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Adds a rain effect to the stage, and is applied to a whole stage by naming the file rain_[stage].txt, and specifying the &#039;&#039;&#039;Rain&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rain Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Name of texture to be displayed on as the rain&lt;br /&gt;
|-&lt;br /&gt;
|num_rain&lt;br /&gt;
|[integer]&lt;br /&gt;
|Sets the amount of rain particles&lt;br /&gt;
|-&lt;br /&gt;
|color &lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Sets the color of rain particles&lt;br /&gt;
|-&lt;br /&gt;
|velocity &lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the speed of particles&lt;br /&gt;
|-&lt;br /&gt;
|vel_range &lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Adjusts the velocity randomly within range&lt;br /&gt;
|-&lt;br /&gt;
|psize &lt;br /&gt;
|[X, Y]&lt;br /&gt;
|Size of rain particles&lt;br /&gt;
|-&lt;br /&gt;
|range &lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|How far the particles can be spawned&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the offset of the particles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ripple ==&lt;br /&gt;
Adds a ripple effect to the [[Shaders#WATER01|Water]] and [[Shaders#PUDDLE|Puddle]] shaders, and is applied by naming the file ripple_[stage].txt, and specifying the &#039;&#039;&#039;WaterSplash&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ripple Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|rain_ripple_num&lt;br /&gt;
|[integer]&lt;br /&gt;
|Number of rain ripples&lt;br /&gt;
|-&lt;br /&gt;
|rain_ripple_min_value&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the minimum value&lt;br /&gt;
|-&lt;br /&gt;
|rain_ripple_max_value&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the maximum value&lt;br /&gt;
|-&lt;br /&gt;
|ground_y&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the height of the ground&lt;br /&gt;
|-&lt;br /&gt;
|emit_pos_scale&lt;br /&gt;
|[value]&lt;br /&gt;
|Adjusts the scale of the ripples&lt;br /&gt;
|-&lt;br /&gt;
|emit_pos_ofs_x&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the X offset of ripples&lt;br /&gt;
|-&lt;br /&gt;
|emit_pos_ofs_Z&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the Z offset of ripples&lt;br /&gt;
|-&lt;br /&gt;
|wake_attn&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the [[wikipedia:Attenuation|attenutation]] of waves&lt;br /&gt;
|-&lt;br /&gt;
|speed&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the speed of waves&lt;br /&gt;
|-&lt;br /&gt;
|ripple_tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Sets the name of the ripple texture&lt;br /&gt;
|-&lt;br /&gt;
|use_float_ripplemap&lt;br /&gt;
|[bool]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rob_emitter_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Size of emmisions from characters&lt;br /&gt;
|-&lt;br /&gt;
|emitter_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Size of emissions&lt;br /&gt;
|-&lt;br /&gt;
|emitter_num&lt;br /&gt;
|[value]&lt;br /&gt;
|Amount of emissions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Snow ==&lt;br /&gt;
Adds snow that falls to the ground, and is applied to a whole stage by naming the file snow_[stage].txt, and specifying the &#039;&#039;&#039;Snow&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Snow Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Sets the texture used for snow particles&lt;br /&gt;
|-&lt;br /&gt;
|num_snow&lt;br /&gt;
|[integer]&lt;br /&gt;
|Amount of snow particles &lt;br /&gt;
|-&lt;br /&gt;
|num_snow_gpu&lt;br /&gt;
|[integer]&lt;br /&gt;
|Amount of snow particles (rendered by GPU?)&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Sets the color of snow particles&lt;br /&gt;
|-&lt;br /&gt;
|velocity&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the speed of particles&lt;br /&gt;
|-&lt;br /&gt;
|vel_range&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Adjusts the velocity randomly within range&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|How far the particles can be spawned&lt;br /&gt;
|-&lt;br /&gt;
|range_gpu&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|How far the particles can be spawned (if spawned by GPU?)&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the offset of the particles&lt;br /&gt;
|-&lt;br /&gt;
|offset_gpu&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the offset of the particles (if spawned by GPU?)&lt;br /&gt;
|-&lt;br /&gt;
|colli_ground&lt;br /&gt;
|[minX, maxX, minZ, maxZ, Y]&lt;br /&gt;
|Sets a floor for snow particles to land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Splash ==&lt;br /&gt;
Adds splashes underneath a character&#039;s feet in the [[Shaders#WATER01|Water]] and [[Shaders#PUDDLE|Puddle]] shaders, and is applied by naming the file splash_[stage].txt, and specifying the &#039;&#039;&#039;WaterSlashOnFeet&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Splash Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|splash_tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Sets the texture used for splash particles&lt;br /&gt;
|-&lt;br /&gt;
|splash_obj_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Sets the mesh used for splashes&lt;br /&gt;
|-&lt;br /&gt;
|particle_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the size of splash particles&lt;br /&gt;
|-&lt;br /&gt;
|emit_num&lt;br /&gt;
|[value]&lt;br /&gt;
|Amount of particles to emit&lt;br /&gt;
|-&lt;br /&gt;
|emission_ratio_attn&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the [[wikipedia:Attenuation|attenutation]] of emmisions&lt;br /&gt;
|-&lt;br /&gt;
|emission_velocity_scale&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the velocity fall off of emmisions&lt;br /&gt;
|-&lt;br /&gt;
|ripple_emission&lt;br /&gt;
|[value]&lt;br /&gt;
|Amount of ripples to emit&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Sets the color of splash particles&lt;br /&gt;
|-&lt;br /&gt;
|in_water&lt;br /&gt;
|[bool]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|blink&lt;br /&gt;
|[bool]&lt;br /&gt;
|Sets the particles to blink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Star ==&lt;br /&gt;
Adds real-time stars, thanks to [https://www.megastar.jp/en/about/ Megastar]. The effect is applied to a specific texture, and enabled by naming the file star_[stage].txt, and specifying the &#039;&#039;&#039;Star&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Splash Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|milky_way_texture_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Sets the texture as the milky way&lt;br /&gt;
|-&lt;br /&gt;
|utc&lt;br /&gt;
|[YYYY MM DD HH MM S]&lt;br /&gt;
|Sets the time to display the stars from&lt;br /&gt;
|-&lt;br /&gt;
|rotation_y_deg&lt;br /&gt;
|[degree]&lt;br /&gt;
|Sets the Y rotation of stars in degrees&lt;br /&gt;
|-&lt;br /&gt;
|observer_north_latitude_deg&lt;br /&gt;
|[degree]&lt;br /&gt;
|Sets the observer latitude position in degrees&lt;br /&gt;
|-&lt;br /&gt;
|observer_east_longitude_deg&lt;br /&gt;
|[degree]&lt;br /&gt;
|Sets the observer longitude position in degrees&lt;br /&gt;
|-&lt;br /&gt;
|modifiers 0&lt;br /&gt;
|[values]&lt;br /&gt;
|Undocumented modifiers&lt;br /&gt;
|-&lt;br /&gt;
|modifiers 1&lt;br /&gt;
|[values]&lt;br /&gt;
|Undocumented modifiers&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=138</id>
		<title>Shaders</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=138"/>
		<updated>2025-09-24T00:24:57Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* WATER01 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== CLOTH ===&lt;br /&gt;
The &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader is the main shader used on character models, supporting anisotropic specular, environment cubes, and transparency.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ITEM ===&lt;br /&gt;
The &#039;&#039;&#039;ITEM&#039;&#039;&#039; shader is similar to the &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader, with added support for [https://docs.divamodarchive.com/index.php?title=Materials&amp;amp;veaction=edit&amp;amp;section=4#:~:text=the%20edges%20darker.-,Emissive,-A%20material%20parameter emmision], and isn&#039;t affected by the toon shading of [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Project DIVA Megamix].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKIN ===&lt;br /&gt;
The &#039;&#039;&#039;SKIN&#039;&#039;&#039; shader adds [[wikipedia:Subsurface_scattering|Subsurface Scattering]] and a tint to the model edges to mimic real skin.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HAIR ===&lt;br /&gt;
The &#039;&#039;&#039;HAIR&#039;&#039;&#039; 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)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Translucency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EYEBALL ===&lt;br /&gt;
The &#039;&#039;&#039;EYEBALL&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TIGHTS ===&lt;br /&gt;
The &#039;&#039;&#039;TIGHTS&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stage Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== BLINN ===&lt;br /&gt;
The &#039;&#039;&#039;BLINN&#039;&#039;&#039; shader is one of the most basic shaders in the game, affected by the STAGE lighting settings and emission. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; For best results, you should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;True,&#039;&#039; and &#039;&#039;Per Pixel shading&#039;&#039; to &#039;&#039;True&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== STAGE ===&lt;br /&gt;
The &#039;&#039;&#039;STAGE&#039;&#039;&#039; is primarily used for stages in game, with support for baked lighting, and will be affected by the STAGE lighting settings. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Any material using the &#039;&#039;&#039;STAGE&#039;&#039;&#039; shader should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, and &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;False&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FLOOR ===&lt;br /&gt;
The &#039;&#039;&#039;FLOOR&#039;&#039;&#039; stage is functionally the same as &#039;&#039;&#039;STAGE&#039;&#039;&#039;, but supports real-time reflections. The strength of the reflection is controlled by the alpha component of specular. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Reflections for stages use a duplicated mesh, specified in the [[Stage Data]] database, and will render meshes with the &#039;&#039;_reflect&#039;&#039; suffix in the mesh name. Characters will also be reflected, but rendered with the &#039;&#039;&#039;SIMPLE&#039;&#039;&#039; shader, which degrades the visuals.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PUDDLE ===&lt;br /&gt;
The &#039;&#039;&#039;PUDDLE&#039;&#039;&#039; shader is similar to &#039;&#039;&#039;FLOOR&#039;&#039;&#039;, but with added support for ripples from the Rain [[Stage Effects|Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== WATER01 ===&lt;br /&gt;
The &#039;&#039;&#039;WATER01&#039;&#039;&#039; shader acts like water, with support for the Ripple and Splash [[Stage Effects|Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKY ===&lt;br /&gt;
The &#039;&#039;&#039;SKY&#039;&#039;&#039; shader is for skyboxes that specifically use YCbCr color formats for their textures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=137</id>
		<title>Shaders</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=137"/>
		<updated>2025-09-24T00:24:23Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* SKY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== CLOTH ===&lt;br /&gt;
The &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader is the main shader used on character models, supporting anisotropic specular, environment cubes, and transparency.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ITEM ===&lt;br /&gt;
The &#039;&#039;&#039;ITEM&#039;&#039;&#039; shader is similar to the &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader, with added support for [https://docs.divamodarchive.com/index.php?title=Materials&amp;amp;veaction=edit&amp;amp;section=4#:~:text=the%20edges%20darker.-,Emissive,-A%20material%20parameter emmision], and isn&#039;t affected by the toon shading of [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Project DIVA Megamix].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKIN ===&lt;br /&gt;
The &#039;&#039;&#039;SKIN&#039;&#039;&#039; shader adds [[wikipedia:Subsurface_scattering|Subsurface Scattering]] and a tint to the model edges to mimic real skin.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HAIR ===&lt;br /&gt;
The &#039;&#039;&#039;HAIR&#039;&#039;&#039; 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)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Translucency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EYEBALL ===&lt;br /&gt;
The &#039;&#039;&#039;EYEBALL&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TIGHTS ===&lt;br /&gt;
The &#039;&#039;&#039;TIGHTS&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stage Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== BLINN ===&lt;br /&gt;
The &#039;&#039;&#039;BLINN&#039;&#039;&#039; shader is one of the most basic shaders in the game, affected by the STAGE lighting settings and emission. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; For best results, you should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;True,&#039;&#039; and &#039;&#039;Per Pixel shading&#039;&#039; to &#039;&#039;True&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== STAGE ===&lt;br /&gt;
The &#039;&#039;&#039;STAGE&#039;&#039;&#039; is primarily used for stages in game, with support for baked lighting, and will be affected by the STAGE lighting settings. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Any material using the &#039;&#039;&#039;STAGE&#039;&#039;&#039; shader should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, and &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;False&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FLOOR ===&lt;br /&gt;
The &#039;&#039;&#039;FLOOR&#039;&#039;&#039; stage is functionally the same as &#039;&#039;&#039;STAGE&#039;&#039;&#039;, but supports real-time reflections. The strength of the reflection is controlled by the alpha component of specular. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Reflections for stages use a duplicated mesh, specified in the [[Stage Data]] database, and will render meshes with the &#039;&#039;_reflect&#039;&#039; suffix in the mesh name. Characters will also be reflected, but rendered with the &#039;&#039;&#039;SIMPLE&#039;&#039;&#039; shader, which degrades the visuals.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PUDDLE ===&lt;br /&gt;
The &#039;&#039;&#039;PUDDLE&#039;&#039;&#039; shader is similar to &#039;&#039;&#039;FLOOR&#039;&#039;&#039;, but with added support for ripples from the Rain [[Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== WATER01 ===&lt;br /&gt;
The &#039;&#039;&#039;WATER01&#039;&#039;&#039; shader acts like water, with support for the Ripple and Splash [[Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKY ===&lt;br /&gt;
The &#039;&#039;&#039;SKY&#039;&#039;&#039; shader is for skyboxes that specifically use YCbCr color formats for their textures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Stage_Effects&amp;diff=132</id>
		<title>Stage Effects</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Stage_Effects&amp;diff=132"/>
		<updated>2025-09-23T09:49:45Z</updated>

		<summary type="html">&lt;p&gt;Platonic: Created page with &amp;quot;Stages in Project DIVA can have several effects applied without having to animate them directly, and are driven with plain text files held in rom/stage_param:  == Coli == The simplest stage effect, &amp;#039;&amp;#039;&amp;#039;Coli&amp;#039;&amp;#039;&amp;#039; adds collision for physics in game. A &amp;#039;&amp;#039;&amp;#039;Coli&amp;#039;&amp;#039;&amp;#039; file can be applied to:  * A whole stage (simply by naming it coli_[stage].txt),  * A specific Mothead frame (with the _mhd[frame] suffix),   * Or to a specific performer (with the _p[number]_[frame] suffix)  A &amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stages in Project DIVA can have several effects applied without having to animate them directly, and are driven with plain text files held in rom/stage_param:&lt;br /&gt;
&lt;br /&gt;
== Coli ==&lt;br /&gt;
The simplest stage effect, &#039;&#039;&#039;Coli&#039;&#039;&#039; adds collision for physics in game. A &#039;&#039;&#039;Coli&#039;&#039;&#039; file can be applied to:&lt;br /&gt;
&lt;br /&gt;
* A whole stage (simply by naming it coli_[stage].txt), &lt;br /&gt;
* A specific [[Mothead]] frame (with the _mhd[frame] suffix), &lt;br /&gt;
&lt;br /&gt;
* Or to a specific performer (with the _p[number]_[frame] suffix)&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Coli&#039;&#039;&#039; file holds collision objects, with each object holding a value for:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Friction&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the [[wikipedia:Friction|friction]] applies to physics interacting with the object&lt;br /&gt;
|-&lt;br /&gt;
|pos.0.[X,Y,Z]&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the first point of the object in 3d space&lt;br /&gt;
|-&lt;br /&gt;
|pos.1.[X,Y,Z]&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the second point of the object in 3d space&lt;br /&gt;
|-&lt;br /&gt;
|Radius&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the radius of the object &lt;br /&gt;
|-&lt;br /&gt;
|Type&lt;br /&gt;
|0-5&lt;br /&gt;
|Sets the shape of the object. [[https://github.com/search?q=repo%3Akorenkonder%2FReDIVA%20obj_skin_skin_param_coli_type&amp;amp;type=code#:~:text=enum%20obj_skin_skin_param_coli_type%20%7B,_CYLINDER%20%3D%200x02%2C Source: ReDIVA]]&lt;br /&gt;
1 is disabled&lt;br /&gt;
2 is a ball&lt;br /&gt;
3 is a cylinder &lt;br /&gt;
4 is a plane&lt;br /&gt;
5 is an ellipse&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA positions the object based on the pos.0 and pos.1 values, starting from pos,0, and stopping at pos.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coli&#039;&#039;&#039; files also hold [https://github.com/search?q=repo%3Akorenkonder%2FReDIVA%20struct%20osage_ring_data%20%7B%20%20%20%20%20float_t%20rect_x%3B%20%20%20%20%20float_t%20rect_y%3B%20%20%20%20%20float_t%20rect_width%3B%20%20%20%20%20float_t%20rect_height%3B%20%20%20%20%20float_t%20ring_height%3B%20%20%20%20%20float_t%20out_height%3B%20%20%20%20%20bool%20init%3B%20%20%20%20%20OsageCollision%20coli_object%3B%20%20%20%20%20std%3A%3Avector%3CSkinParam%3A%3ACollisionParam%3E%20skp_root_coli%3B&amp;amp;type=code#:~:text=1886-,struct%20osage_ring_data%20%7B,-1887 Osage ring data], but goes unused in Project DIVA&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Object Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|out_height&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|rect.height&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|rect.width&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|rect.[X, Y]&lt;br /&gt;
|[value]&lt;br /&gt;
|-&lt;br /&gt;
|ring_height&lt;br /&gt;
|[value]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fog_ring ==&lt;br /&gt;
&#039;&#039;&#039;Fog_ring&#039;&#039;&#039; creates low-laying fog, with a specified texture, number of particles, and density. It is applied to a whole stage, by naming the file fog_ring_[stage].txt, and specifying the &#039;&#039;&#039;Fog&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Fog Ring Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|num_ptcls&lt;br /&gt;
|[integer]&lt;br /&gt;
|Sets the amount of particles to be drawn &lt;br /&gt;
|-&lt;br /&gt;
|ring_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Size of the area the fog ring takes up&lt;br /&gt;
|-&lt;br /&gt;
|wind_dir&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the direction the fog will blow in&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Sets the color of the fog&lt;br /&gt;
|-&lt;br /&gt;
|ptcl_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the size of particles&lt;br /&gt;
|-&lt;br /&gt;
|density&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the density of fog particles&lt;br /&gt;
|-&lt;br /&gt;
|density_offset&lt;br /&gt;
|[value]&lt;br /&gt;
|Offsets the density of fog particles(?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaf ==&lt;br /&gt;
&#039;&#039;&#039;Leaf&#039;&#039;&#039; replicates leaves falling through the air, with a specified texture, number of particles, and emission speed. It is applied to a whole stage, by naming the file leaf_ring_[stage].txt, and specifying the &#039;&#039;&#039;Leaf&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Leaf Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Name of texture to be displayed on the leaf particles&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Color of leaf particles&lt;br /&gt;
|-&lt;br /&gt;
|psize&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the size of leaf particles&lt;br /&gt;
|-&lt;br /&gt;
|frame_speed_coef&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the speed of particles&lt;br /&gt;
|-&lt;br /&gt;
|emit_interval&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets how often a particle is spawned&lt;br /&gt;
|-&lt;br /&gt;
|wind&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the wind direction&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|How far the particles can be spawned&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the offset of the particles&lt;br /&gt;
|-&lt;br /&gt;
|lie_plane_xz&lt;br /&gt;
|[min X, max X, min Z, max Z]&lt;br /&gt;
|Sets the plane where particles can lie on the ground &lt;br /&gt;
|-&lt;br /&gt;
|split_tex&lt;br /&gt;
|[bool]&lt;br /&gt;
|0 is false, 1 is true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lit_proj ==&lt;br /&gt;
Sets a texture (or movie file) to be projected onto models in the scene. The direction and strength is set through the [[Lighting#Projection|Projection]] light type, and is enabled by naming the file litproj_[stage].txt&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Light Projection Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Name of texture to be projected on models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Adds a rain effect to the stage, and is applied to a whole stage by naming the file rain_[stage].txt, and specifying the &#039;&#039;&#039;Rain&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rain Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Name of texture to be displayed on as the rain&lt;br /&gt;
|-&lt;br /&gt;
|num_rain&lt;br /&gt;
|[integer]&lt;br /&gt;
|Sets the amount of rain particles&lt;br /&gt;
|-&lt;br /&gt;
|color &lt;br /&gt;
|[R, G, B, A]&lt;br /&gt;
|Sets the color of rain particles&lt;br /&gt;
|-&lt;br /&gt;
|velocity &lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the speed of particles&lt;br /&gt;
|-&lt;br /&gt;
|vel_range &lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Adjusts the velocity randomly within range&lt;br /&gt;
|-&lt;br /&gt;
|psize &lt;br /&gt;
|[X, Y]&lt;br /&gt;
|Size of rain particles&lt;br /&gt;
|-&lt;br /&gt;
|range &lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|How far the particles can be spawned&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|[X, Y ,Z]&lt;br /&gt;
|Sets the offset of the particles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ripple ==&lt;br /&gt;
Adds a ripple effect to the [[Shaders#WATER01|Water]] and [[Shaders#PUDDLE|Puddle]] shaders, and is applied to a whole stage by naming the file ripple_[stage].txt, and specifying the &#039;&#039;&#039;WaterSplash&#039;&#039;&#039; stage effect in [[Stage Data]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ripple Data&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|rain_ripple_num&lt;br /&gt;
|[integer]&lt;br /&gt;
|Number of rain ripples&lt;br /&gt;
|-&lt;br /&gt;
|rain_ripple_min_value&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the minimum value&lt;br /&gt;
|-&lt;br /&gt;
|rain_ripple_max_value&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the maximum value&lt;br /&gt;
|-&lt;br /&gt;
|ground_y&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the height of the ground&lt;br /&gt;
|-&lt;br /&gt;
|emit_pos_scale&lt;br /&gt;
|[value]&lt;br /&gt;
|Adjusts the scale of the ripples&lt;br /&gt;
|-&lt;br /&gt;
|emit_pos_ofs_x&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the X offset of ripples&lt;br /&gt;
|-&lt;br /&gt;
|emit_pos_ofs_Z&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the Z offset of ripples&lt;br /&gt;
|-&lt;br /&gt;
|wake_attn&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the [[wikipedia:Attenuation|attenutation]] of waves&lt;br /&gt;
|-&lt;br /&gt;
|speed&lt;br /&gt;
|[value]&lt;br /&gt;
|Sets the speed of waves&lt;br /&gt;
|-&lt;br /&gt;
|ripple_tex_name&lt;br /&gt;
|[string]&lt;br /&gt;
|Sets the name of the ripple texture&lt;br /&gt;
|-&lt;br /&gt;
|use_float_ripplemap&lt;br /&gt;
|[bool]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rob_emitter_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Size of emmisions from characters&lt;br /&gt;
|-&lt;br /&gt;
|emitter_size&lt;br /&gt;
|[value]&lt;br /&gt;
|Size of emissions&lt;br /&gt;
|-&lt;br /&gt;
|emitter_num&lt;br /&gt;
|[value]&lt;br /&gt;
|Amount of emissions&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Documentation&amp;diff=131</id>
		<title>Documentation</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Documentation&amp;diff=131"/>
		<updated>2025-09-23T08:33:44Z</updated>

		<summary type="html">&lt;p&gt;Platonic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assorted information about things from the games and how they work goes here!&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
* [[Ex Data]]&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
&lt;br /&gt;
* [[Stage Effects]]&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
* [[DivaScript]]&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=123</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=123"/>
		<updated>2025-09-18T23:15:33Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* Material Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
=== Arcade Textures ===&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Color ======&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Normal ======&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Specular ======&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Translucency ======&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Transparency ======&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== EnvironmentCube ======&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
=== F Textures ===&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
=== X (Ps4) Textures ===&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]],  &lt;br /&gt;
&lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
&lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material texture use from Skyth&lt;br /&gt;
&lt;br /&gt;
== Blend Flags ==&lt;br /&gt;
Blend flags are material settings that specifically affect how a model is drawn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Flag&lt;br /&gt;
!Input&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Alpha texture&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Enables the transparency of a model to be driven by the Alpha channel of the color or transparency texture. &lt;br /&gt;
|-&lt;br /&gt;
|Alpha material&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Enables the transparency of a model to be driven by the Alpha value of the material.&lt;br /&gt;
|-&lt;br /&gt;
|Punch through&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Discards alpha values below 0.5, resulting in sharper transparency&lt;br /&gt;
|-&lt;br /&gt;
|Double sided&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Disables [[wikipedia:Back-face_culling|Backface Culling]] when true&lt;br /&gt;
|-&lt;br /&gt;
|Normal direction light &lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Unused(?) &lt;br /&gt;
|-&lt;br /&gt;
|Source blend factor&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|Used to determine blending behaviour&lt;br /&gt;
|-&lt;br /&gt;
|Destination blend factor&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|Used to determine blending behaviour&lt;br /&gt;
|-&lt;br /&gt;
|Blend Operation&lt;br /&gt;
|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Z bias&lt;br /&gt;
|&#039;&#039;&#039;0-15&#039;&#039;&#039;&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|Ignore fog&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Material will not be affected by fog if true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
The main material settings, controlling how the model looks overall&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Flag&lt;br /&gt;
!Input&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Flags&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|See [https://docs.divamodarchive.com/Materials#:~:text=fog%20if%20true-,Material%20Flags Material Flags]&lt;br /&gt;
|-&lt;br /&gt;
|Shader name&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|See [[Shaders]]&lt;br /&gt;
|-&lt;br /&gt;
|Shader Flags&lt;br /&gt;
|&#039;&#039;&#039;Hex&#039;&#039;&#039;&lt;br /&gt;
|Combination of shader flags (handled by MMM)&lt;br /&gt;
|-&lt;br /&gt;
|Blend Flags&lt;br /&gt;
|&#039;&#039;&#039;Hex&#039;&#039;&#039;&lt;br /&gt;
|Combination of blend flags (handled by MMM)&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse &lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039;&lt;br /&gt;
|Controls the diffuse color of material, alpha controls transparency &lt;br /&gt;
|-&lt;br /&gt;
|Ambient&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039;&lt;br /&gt;
|Controls edge color of Anisotropic [[Shaders#CLOTH|CLOTH]], and alpha controls edge intensity of [[Shaders#TIGHTS|TIGHTS]], subsurface scattering of [[Shaders#CLOTH|CLOTH]]&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039;&lt;br /&gt;
|Controls the color of specular reflection, alpha controls environment intensity&lt;br /&gt;
|-&lt;br /&gt;
|Emmision&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039;&lt;br /&gt;
|Controls emmision color, alpha controls shadow intensity&lt;br /&gt;
|-&lt;br /&gt;
|Shininess&lt;br /&gt;
|&#039;&#039;&#039;0-128&#039;&#039;&#039;&lt;br /&gt;
|Controls focus of specular reflection&lt;br /&gt;
|-&lt;br /&gt;
|Intensity&lt;br /&gt;
|&#039;&#039;&#039;0-100&#039;&#039;&#039;&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Bump Depth&lt;br /&gt;
|&#039;&#039;&#039;0-1&#039;&#039;&#039;&lt;br /&gt;
|Controls normal map strength&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material research by Samyuu. Skyth, korenkonder, Platonic&lt;br /&gt;
&lt;br /&gt;
=== Material Flags ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=The%20base%20color%20of%20the%20model%20(Also%20known%20as%20%22Diffuse%22%20or%20%22Albedo%22%20textures).%20The%20Alpha%20channel%20can%20be%20used%20for%20the%20transparency%20of%20the%20model.%20If%20second%20Color%20map%20is%20present%2C%20it%20is%20treated%20as%20a%20lightmap. color map] for material&lt;br /&gt;
|-&lt;br /&gt;
|Color Alpha&lt;br /&gt;
|Enables alpha from [https://docs.divamodarchive.com/Materials#:~:text=The%20base%20color%20of%20the%20model%20(Also%20known%20as%20%22Diffuse%22%20or%20%22Albedo%22%20textures).%20The%20Alpha%20channel%20can%20be%20used%20for%20the%20transparency%20of%20the%20model.%20If%20second%20Color%20map%20is%20present%2C%20it%20is%20treated%20as%20a%20lightmap. color map] &lt;br /&gt;
|-&lt;br /&gt;
|ColorL1&lt;br /&gt;
|Enables second color map to act as a [[wikipedia:Lightmap|lightmap]]&lt;br /&gt;
|-&lt;br /&gt;
|ColorL1Alpha&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|ColorL2&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|ColorL2Alpha&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Enables transparency from [https://docs.divamodarchive.com/Materials#:~:text=Controls%20the%20transparency%20of%20the%20model transparency map]&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Controls%20the%20Specular%20reflection%20color%20and%20intensity%2C%20with%20the%20Alpha%20channel%20controlling%20Environment%20intensity specular map]&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Normal-,Normal%20Map%20for%20baked%20details,-%5Binsert%5D normal map]&lt;br /&gt;
|-&lt;br /&gt;
|NormalAlt&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Environment&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Transparency-,EnvironmentCube,Cubemap%20used%20for%20reflective%20surfaces,-%5Binsert%5D environment map]&lt;br /&gt;
|-&lt;br /&gt;
|ColorL3&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|ColorL3Alpha&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Translucency-,Transparency,Controls%20the%20transparency%20of%20the%20model,-%5Binsert%5D translucency map]&lt;br /&gt;
|-&lt;br /&gt;
|Flag14&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|OverrideIBL&lt;br /&gt;
|Enables or disables environment &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=122</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=122"/>
		<updated>2025-09-18T22:56:25Z</updated>

		<summary type="html">&lt;p&gt;Platonic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
=== Arcade Textures ===&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Color ======&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Normal ======&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Specular ======&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Translucency ======&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== Transparency ======&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== EnvironmentCube ======&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
=== F Textures ===&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
=== X (Ps4) Textures ===&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]],  &lt;br /&gt;
&lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
&lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material texture use from Skyth&lt;br /&gt;
&lt;br /&gt;
== Blend Flags ==&lt;br /&gt;
Blend flags are material settings that specifically affect how a model is drawn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Flag&lt;br /&gt;
!Input&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Alpha texture&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Enables the transparency of a model to be driven by the Alpha channel of the color or transparency texture. &lt;br /&gt;
|-&lt;br /&gt;
|Alpha material&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Enables the transparency of a model to be driven by the Alpha value of the material.&lt;br /&gt;
|-&lt;br /&gt;
|Punch through&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Discards alpha values below 0.5, resulting in sharper transparency&lt;br /&gt;
|-&lt;br /&gt;
|Double sided&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Disables [[wikipedia:Back-face_culling|Backface Culling]] when true&lt;br /&gt;
|-&lt;br /&gt;
|Normal direction light &lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Unused(?) &lt;br /&gt;
|-&lt;br /&gt;
|Source blend factor&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|Used to determine blending behaviour&lt;br /&gt;
|-&lt;br /&gt;
|Destination blend factor&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|Used to determine blending behaviour&lt;br /&gt;
|-&lt;br /&gt;
|Blend Operation&lt;br /&gt;
|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Z bias&lt;br /&gt;
|&#039;&#039;&#039;0-15&#039;&#039;&#039;&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|Ignore fog&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Material will not be affected by fog if true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
The main material settings, controlling how the model looks overall&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Flag&lt;br /&gt;
!Input&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Flags&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|See Material Flags &lt;br /&gt;
|-&lt;br /&gt;
|Alpha material&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Enables the transparency of a model to be driven by the Alpha value of the material.&lt;br /&gt;
|-&lt;br /&gt;
|Punch through&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Discards alpha values below 0.5, resulting in sharper transparency&lt;br /&gt;
|-&lt;br /&gt;
|Double sided&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Disables [[wikipedia:Back-face_culling|Backface Culling]] when true&lt;br /&gt;
|-&lt;br /&gt;
|Normal direction light &lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Unused(?) &lt;br /&gt;
|-&lt;br /&gt;
|Source blend factor&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|Used to determine blending behaviour&lt;br /&gt;
|-&lt;br /&gt;
|Destination blend factor&lt;br /&gt;
|&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
|Used to determine blending behaviour&lt;br /&gt;
|-&lt;br /&gt;
|Blend Operation&lt;br /&gt;
|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Z bias&lt;br /&gt;
|&#039;&#039;&#039;0-15&#039;&#039;&#039;&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|Ignore fog&lt;br /&gt;
|&#039;&#039;&#039;True&#039;&#039;&#039;, &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
|Material will not be affected by fog if true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Material Flags ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=The%20base%20color%20of%20the%20model%20(Also%20known%20as%20%22Diffuse%22%20or%20%22Albedo%22%20textures).%20The%20Alpha%20channel%20can%20be%20used%20for%20the%20transparency%20of%20the%20model.%20If%20second%20Color%20map%20is%20present%2C%20it%20is%20treated%20as%20a%20lightmap. color map] for material&lt;br /&gt;
|-&lt;br /&gt;
|Color Alpha&lt;br /&gt;
|Enables alpha from [https://docs.divamodarchive.com/Materials#:~:text=The%20base%20color%20of%20the%20model%20(Also%20known%20as%20%22Diffuse%22%20or%20%22Albedo%22%20textures).%20The%20Alpha%20channel%20can%20be%20used%20for%20the%20transparency%20of%20the%20model.%20If%20second%20Color%20map%20is%20present%2C%20it%20is%20treated%20as%20a%20lightmap. color map] &lt;br /&gt;
|-&lt;br /&gt;
|ColorL1&lt;br /&gt;
|Enables second color map to act as a [[wikipedia:Lightmap|lightmap]]&lt;br /&gt;
|-&lt;br /&gt;
|ColorL1Alpha&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|ColorL2&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|ColorL2Alpha&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Enables transparency from [https://docs.divamodarchive.com/Materials#:~:text=Controls%20the%20transparency%20of%20the%20model transparency map]&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Controls%20the%20Specular%20reflection%20color%20and%20intensity%2C%20with%20the%20Alpha%20channel%20controlling%20Environment%20intensity specular map]&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Normal-,Normal%20Map%20for%20baked%20details,-%5Binsert%5D normal map]&lt;br /&gt;
|-&lt;br /&gt;
|NormalAlt&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Environment&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Transparency-,EnvironmentCube,Cubemap%20used%20for%20reflective%20surfaces,-%5Binsert%5D environment map]&lt;br /&gt;
|-&lt;br /&gt;
|ColorL3&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|ColorL3Alpha&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Enables [https://docs.divamodarchive.com/Materials#:~:text=Translucency-,Transparency,Controls%20the%20transparency%20of%20the%20model,-%5Binsert%5D translucency map]&lt;br /&gt;
|-&lt;br /&gt;
|Flag14&lt;br /&gt;
|Unused(?)&lt;br /&gt;
|-&lt;br /&gt;
|OverrideIBL&lt;br /&gt;
|Enables or disables environment &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=121</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=121"/>
		<updated>2025-09-18T21:57:42Z</updated>

		<summary type="html">&lt;p&gt;Platonic: fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
=== Arcade Textures ===&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
=== F Textures ===&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
=== X (Ps4) Textures ===&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]],  &lt;br /&gt;
&lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
&lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material texture use from Skyth&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=120</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=120"/>
		<updated>2025-09-18T21:56:35Z</updated>

		<summary type="html">&lt;p&gt;Platonic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
&lt;br /&gt;
=== Arcade Textures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
&lt;br /&gt;
=== F Textures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
&lt;br /&gt;
=== X (Ps4) Textures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]],  &lt;br /&gt;
&lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
&lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material texture use from Skyth&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=119</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=119"/>
		<updated>2025-09-18T21:54:53Z</updated>

		<summary type="html">&lt;p&gt;Platonic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Arcade Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+F Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+X (Ps4) Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]],  &lt;br /&gt;
&lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
&lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material texture use from Skyth&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=118</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=118"/>
		<updated>2025-09-18T21:53:17Z</updated>

		<summary type="html">&lt;p&gt;Platonic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Arcade Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+F Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+X (Ps4) Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]],  &lt;br /&gt;
&lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
&lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material texture use from Skyth&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=117</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=117"/>
		<updated>2025-09-18T21:52:30Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* *Material texture use from Skyth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Arcade Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+F Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+X (Ps4) Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]], &lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Material texture use from Skyth&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=116</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Materials&amp;diff=116"/>
		<updated>2025-09-18T21:52:01Z</updated>

		<summary type="html">&lt;p&gt;Platonic: added texture types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Project DIVA games that follow Arcade&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Arcade,-June%2023%2C%202010 Arcade], [https://docs.divamodarchive.com/Games#:~:text=External%20Link*-,Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater,-June%2024%2C%202010 Dreamy Theater]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%202nd 2nd]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Dreamy%20Theater%20Extend Extend], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Arcade%20Future%20Tone Arcade Future Tone], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Future%20Tone Future Tone], [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Mega Mix]/[https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix%2B +]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Arcade Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details &lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity, with the Alpha channel controlling Environment intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Translucency&lt;br /&gt;
|Controls blending of the skin color in the [[Shaders#TIGHTS|TIGHTS]] shader. (Unused on the [[Shaders#HAIR|HAIR]] shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|Controls the transparency of the model &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA games that follow F&#039;s structure ([https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20F,-March%207%2C%202013 F], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20F%202nd F2nd], [https://docs.divamodarchive.com/Games#:~:text=Hatsune%20Miku%3A%20Project%20DIVA%20X X]) support the following textures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+F Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model.&lt;br /&gt;
If second Color map is present on the [[Shaders#BLINN|BLINN]] shader, it is treated as a [[wikipedia:Lightmap|lightmap]].&lt;br /&gt;
If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a [https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture. &lt;br /&gt;
&lt;br /&gt;
(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]], the 3rd line controls the [[wikipedia:Specularity|specular]], and the 4th line controls the diffuse)&lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Controls the [[wikipedia:Specularity|Specular]] reflection color and intensity&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|EnvironmentCube&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces. Only supported on the [[Shaders#BLINN|BLINN]] shader&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|}&lt;br /&gt;
Project DIVA X on the Playstation 4 features [https://miku.sega.com/divax/game.html#:~:text=The%20PlayStation%C2%AE4%20version%20has%20enhanced%20graphics%20and%20full%20HD%20resolution! upgraded graphics], and has support for different textures as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+X (Ps4) Textures&lt;br /&gt;
!Texture Type&lt;br /&gt;
!Use&lt;br /&gt;
!Example&lt;br /&gt;
!Flag&lt;br /&gt;
|-&lt;br /&gt;
|Color&lt;br /&gt;
|The base color of the model (Also known as &amp;quot;Diffuse&amp;quot; or &amp;quot;Albedo&amp;quot; textures). The Alpha channel can be used for the transparency of the model. &lt;br /&gt;
|[insert]&lt;br /&gt;
|Color, ColorL1&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|[[wikipedia:Normal_mapping#:~:text=on%20the%20left.-,Calculation,-%5Bedit%5D|Normal Map]] for baked details. The alpha channel controls the [[wikipedia:Ambient_occlusion|Ambient Occlusion]] of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Normal, NormalAlt&lt;br /&gt;
|-&lt;br /&gt;
|Specular&lt;br /&gt;
|Material texture, where:&lt;br /&gt;
The Red channel is [[wikipedia:Reflection_(computer_graphics)#:~:text=metallic%20object%20itself.-,Blurry%20reflection,-%5Bedit%5D|roughness]], &lt;br /&gt;
The Green channel is [[wikipedia:Fresnel_equations|fresnel reflectance]] (and the material is treated as metal if the value is over 0.999), &lt;br /&gt;
&lt;br /&gt;
The Blue channel controls where [[wikipedia:Self-shadowing|Self-Shadowing]] should take place, &lt;br /&gt;
The Alpha channel controls the brightness of the [[wikipedia:Fresnel_equations|fresnel]] effect of the model.&lt;br /&gt;
|[insert]&lt;br /&gt;
|Specular&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|Controls the [[wikipedia:Emissivity|emmision]] of the model, with the Alpha channel acting as a Specular map&lt;br /&gt;
|[insert]&lt;br /&gt;
|Translucency&lt;br /&gt;
|-&lt;br /&gt;
|Translucency &lt;br /&gt;
|[https://panthavma.com/articles/shading/toonshading/ Toon Curve] texture, with 4 lines of data:&lt;br /&gt;
The top line is unused, &lt;br /&gt;
The 2nd line controls the [[wikipedia:Fresnel_equations|fresnel]] ramp&lt;br /&gt;
&lt;br /&gt;
The 3rd line controls the [[wikipedia:Specularity|specular]] ramp&lt;br /&gt;
The 4th line controls the diffuse ramp &lt;br /&gt;
|[insert]&lt;br /&gt;
|Transparency&lt;br /&gt;
|-&lt;br /&gt;
|Transparency&lt;br /&gt;
|[[wikipedia:Cube_mapping|Cubemap]] used for reflective surfaces&lt;br /&gt;
|[insert]&lt;br /&gt;
|Environment&lt;br /&gt;
|-&lt;br /&gt;
|(not indexed)&lt;br /&gt;
|[[wikipedia:Lightmap|Lightmap]] for baked lighting (Used in the &#039;&#039;&#039;OBJM_H&#039;&#039;&#039; shader)&lt;br /&gt;
|[insert]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== *Material texture use from Skyth ======&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=115</id>
		<title>Shaders</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=115"/>
		<updated>2025-09-17T22:22:43Z</updated>

		<summary type="html">&lt;p&gt;Platonic: Added shader types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== CLOTH ===&lt;br /&gt;
The &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader is the main shader used on character models, supporting anisotropic specular, environment cubes, and transparency.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ITEM ===&lt;br /&gt;
The &#039;&#039;&#039;ITEM&#039;&#039;&#039; shader is similar to the &#039;&#039;&#039;CLOTH&#039;&#039;&#039; shader, with added support for [https://docs.divamodarchive.com/index.php?title=Materials&amp;amp;veaction=edit&amp;amp;section=4#:~:text=the%20edges%20darker.-,Emissive,-A%20material%20parameter emmision], and isn&#039;t affected by the toon shading of [https://docs.divamodarchive.com/Games#:~:text=External%20Link-,Hatsune%20Miku%3A%20Project%20DIVA%20Mega%20Mix,-February%2013%2C%202020 Project DIVA Megamix].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKIN ===&lt;br /&gt;
The &#039;&#039;&#039;SKIN&#039;&#039;&#039; shader adds [[wikipedia:Subsurface_scattering|Subsurface Scattering]] and a tint to the model edges to mimic real skin.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HAIR ===&lt;br /&gt;
The &#039;&#039;&#039;HAIR&#039;&#039;&#039; 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)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Translucency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EYEBALL ===&lt;br /&gt;
The &#039;&#039;&#039;EYEBALL&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TIGHTS ===&lt;br /&gt;
The &#039;&#039;&#039;TIGHTS&#039;&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stage Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== BLINN ===&lt;br /&gt;
The &#039;&#039;&#039;BLINN&#039;&#039;&#039; shader is one of the most basic shaders in the game, affected by the STAGE lighting settings and emission. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; For best results, you should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;True,&#039;&#039; and &#039;&#039;Per Pixel shading&#039;&#039; to &#039;&#039;True&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== STAGE ===&lt;br /&gt;
The &#039;&#039;&#039;STAGE&#039;&#039;&#039; is primarily used for stages in game, with support for baked lighting, and will be affected by the STAGE lighting settings. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Any material using the &#039;&#039;&#039;STAGE&#039;&#039;&#039; shader should set &#039;&#039;Lambert shading&#039;&#039; to &#039;&#039;True&#039;&#039;, and &#039;&#039;Phong shading&#039;&#039; to &#039;&#039;False&#039;&#039;. (Source: korenkonder)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FLOOR ===&lt;br /&gt;
The &#039;&#039;&#039;FLOOR&#039;&#039;&#039; stage is functionally the same as &#039;&#039;&#039;STAGE&#039;&#039;&#039;, but supports real-time reflections. The strength of the reflection is controlled by the alpha component of specular. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Reflections for stages use a duplicated mesh, specified in the [[Stage Data]] database, and will render meshes with the &#039;&#039;_reflect&#039;&#039; suffix in the mesh name. Characters will also be reflected, but rendered with the &#039;&#039;&#039;SIMPLE&#039;&#039;&#039; shader, which degrades the visuals.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PUDDLE ===&lt;br /&gt;
The &#039;&#039;&#039;PUDDLE&#039;&#039;&#039; shader is similar to &#039;&#039;&#039;FLOOR&#039;&#039;&#039;, but with added support for ripples from the Rain [[Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Transparency Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Specular Map&lt;br /&gt;
|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Environment Cube&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== WATER01 ===&lt;br /&gt;
The &#039;&#039;&#039;WATER01&#039;&#039;&#039; shader acts like water, with support for the Ripple and Splash [[Stage Effect]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|-&lt;br /&gt;
|Normal Map&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SKY ===&lt;br /&gt;
The &#039;&#039;&#039;SKY&#039;&#039;&#039; shader is for skyboxes that specifically use YcBcR color formats for their textures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Texture Type&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Diffuse Texture&lt;br /&gt;
|Required&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Documentation&amp;diff=114</id>
		<title>Documentation</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Documentation&amp;diff=114"/>
		<updated>2025-09-17T22:17:41Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assorted information about things from the games and how they work goes here!&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
* [[Ex Data]]&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Materials]]&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Documentation&amp;diff=101</id>
		<title>Documentation</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Documentation&amp;diff=101"/>
		<updated>2025-09-17T07:53:43Z</updated>

		<summary type="html">&lt;p&gt;Platonic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assorted information about things from the games and how they work goes here!&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
[[Ex Data]]&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Expression_Components_and_Instructions&amp;diff=94</id>
		<title>Expression Components and Instructions</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Expression_Components_and_Instructions&amp;diff=94"/>
		<updated>2025-09-17T05:43:36Z</updated>

		<summary type="html">&lt;p&gt;Platonic: Attributions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
The component portion of an expression is what will be affected. For example, &lt;br /&gt;
 = 0 [Instructions]&lt;br /&gt;
will take the value of the [Instructions] portion, and push it onto the X position of the Expression bone, while;&lt;br /&gt;
 = 4 [Instructions]&lt;br /&gt;
will take the value of the [Instructions] portion, and push it onto the Y rotation of the bone.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Component&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|X Position&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Y Position&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Z Position&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|X Rotation&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Y Rotation&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Z Rotation&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|X Scale&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Y Scale&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Z Scale&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Component info from Skyth&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
Instructions are the math portion of expressions. The following operations are allowed:&lt;br /&gt;
&lt;br /&gt;
=== Number ===&lt;br /&gt;
 n [value] &lt;br /&gt;
The &#039;&#039;&#039;n&#039;&#039;&#039; instruction pushes a number to the stack, for example:&lt;br /&gt;
 = 6 n 1&lt;br /&gt;
sets the X Scale of the bone to 1&lt;br /&gt;
&lt;br /&gt;
=== Variable ===&lt;br /&gt;
 v [variable]&lt;br /&gt;
The &#039;&#039;&#039;v&#039;&#039;&#039; instruction gets a variable, then pushes it to the stack. The variable can either be:&amp;lt;blockquote&amp;gt;[Component].[Bone] (eg, 4.j_kao_wj, 2.kl_mune_b_wj, 6.j_ude_l_wj)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;t&#039;&#039;&#039; instruction (time elapsed) &amp;lt;/blockquote&amp;gt;For example:&lt;br /&gt;
 = 1 v 4.j_kao_wj&lt;br /&gt;
This would set the Y position of the bone to the Y rotation of j_kao_wj, or:&lt;br /&gt;
 = 2 v t&lt;br /&gt;
This would set the Z position of the bone to the value of time elapsed&lt;br /&gt;
&lt;br /&gt;
=== Function ===&lt;br /&gt;
 f [function]&lt;br /&gt;
The &#039;&#039;&#039;f&#039;&#039;&#039; instruction gets the value on the stack, applies the function, then pushes the value. The function used can be:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|neg&lt;br /&gt;
|Negate the value&lt;br /&gt;
|-&lt;br /&gt;
|sin&lt;br /&gt;
|[[wikipedia:Sine_and_cosine|Sine]] function (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|cos&lt;br /&gt;
|[[wikipedia:Sine_and_cosine|Cosine]] function (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|tan&lt;br /&gt;
|[[wikipedia:Trigonometric_functions#tangent|Tangent]] function (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|abs&lt;br /&gt;
|[[wikipedia:Absolute_value|Absolute Value]] function&lt;br /&gt;
|-&lt;br /&gt;
|sqrt&lt;br /&gt;
|[[wikipedia:Square_root|Square Root]]&lt;br /&gt;
|-&lt;br /&gt;
|av&lt;br /&gt;
|Multiplies value by 0.1&lt;br /&gt;
|-&lt;br /&gt;
|floor&lt;br /&gt;
|Outputs the [[wikipedia:Floor_and_ceiling_functions|floor]] (lowest integer) of a value &lt;br /&gt;
|-&lt;br /&gt;
|ceil&lt;br /&gt;
|Outputs the [[wikipedia:Floor_and_ceiling_functions|ceiling]] (highest integer) of a value &lt;br /&gt;
|-&lt;br /&gt;
|round&lt;br /&gt;
|[[wikipedia:Rounding|Rounds]]&amp;lt;nowiki/&amp;gt;the value&lt;br /&gt;
|-&lt;br /&gt;
|asin&lt;br /&gt;
|[[wikipedia:Inverse_trigonometric_functions|Inverse Sine]] function&lt;br /&gt;
|-&lt;br /&gt;
|acos&lt;br /&gt;
|[[wikipedia:Inverse_trigonometric_functions|Inverse Cosine]] function&lt;br /&gt;
|-&lt;br /&gt;
|atan&lt;br /&gt;
|[[wikipedia:Inverse_trigonometric_functions|Inverse Tangent]] function&lt;br /&gt;
|-&lt;br /&gt;
|log&lt;br /&gt;
|[[wikipedia:Logarithm|Logarithm]] function&lt;br /&gt;
|-&lt;br /&gt;
|exp&lt;br /&gt;
|[[wikipedia:Exponentiation|Exponentation]] function&lt;br /&gt;
|-&lt;br /&gt;
|rand_0_1&lt;br /&gt;
|Unimplemented, makes value 0. (It is meant to randomly generate between 0 and 1)&lt;br /&gt;
|}&lt;br /&gt;
Function info from Skyth&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
 = 0 v 1 f av&lt;br /&gt;
would set the X position of the bone to 0.1 (since the 1 is multiplied by 0.1)&lt;br /&gt;
&lt;br /&gt;
=== Secondary Functions ===&lt;br /&gt;
 g [function]&lt;br /&gt;
The &#039;&#039;&#039;g&#039;&#039;&#039; instruction gets two values from the stack, applies the function provided, then pushes the result. The function used can be:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| +&lt;br /&gt;
|Adds the values&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|Subtracts X from Y&lt;br /&gt;
|-&lt;br /&gt;
|*&lt;br /&gt;
|Multiplies the values&lt;br /&gt;
|-&lt;br /&gt;
|/&lt;br /&gt;
|Divides X by Y&lt;br /&gt;
|-&lt;br /&gt;
|%&lt;br /&gt;
|Takes a portion of X by Y &lt;br /&gt;
|-&lt;br /&gt;
|==&lt;br /&gt;
|Outputs 1 if values are equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;&lt;br /&gt;
|Outputs 1 if X is greater, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;=&lt;br /&gt;
|Outputs 1 if X is greater or equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;&lt;br /&gt;
|Outputs 1 if X is lesser, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;=&lt;br /&gt;
|Outputs 1 if X is lesser or equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|!=&lt;br /&gt;
|Outputs 1 if values are not equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;&amp;amp;&lt;br /&gt;
|Outputs 1 if both values are 1, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;||&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Outputs 1 if one value is 1, else 0&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|Outputs the lowest value&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|Outputs the highest value&lt;br /&gt;
|-&lt;br /&gt;
|fmod&lt;br /&gt;
|Divides X by Y, and outputs the remainder&lt;br /&gt;
|-&lt;br /&gt;
|pow&lt;br /&gt;
|X to the power of Y&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Function info from Skyth&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
 = 6 n 1 n 3 g +&lt;br /&gt;
would set the X scale of the bone to 4 (since it adds 3 and 1)&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Ex_Data&amp;diff=92</id>
		<title>Ex Data</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Ex_Data&amp;diff=92"/>
		<updated>2025-09-17T04:17:08Z</updated>

		<summary type="html">&lt;p&gt;Platonic: /* Expression Blocks (EXP) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Ex Data exists in Project DIVA to add bones that aren&#039;t present in the original DIVA skeleton, allow expression-driven animation, and to add physics to bone strands. It can be edited in [[MikuMikuModel]], and are usually referred to as &amp;quot;blocks.&amp;quot; Most of the Ex Data system was seemingly based on [[wikipedia:Autodesk_Softimage|AutoDesk&#039;s SoftImage]]&lt;br /&gt;
&lt;br /&gt;
== Expression Blocks (EXP) ==&lt;br /&gt;
Expression Blocks are the main way to add non-standard bones to a model, and provide a way to add simple animations and math-driven animation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expression Block&lt;br /&gt;
!&#039;&#039;&#039;Expressions&#039;&#039;&#039;&lt;br /&gt;
|(Collection)&lt;br /&gt;
|Collection of expression strings (see below)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of the expression block internally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ParentName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of the parent &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|[Scale of Block]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Signature&#039;&#039;&#039;&lt;br /&gt;
|EXP&lt;br /&gt;
|(Not Editable)&lt;br /&gt;
|}&lt;br /&gt;
Expressions themselves are formatted as such:&lt;br /&gt;
 = [Component] [Instruction]&lt;br /&gt;
Here is the full list of [[Expression Components and Instructions|Components and Instructions]]&lt;br /&gt;
&lt;br /&gt;
== Osage Blocks (OSG) ==&lt;br /&gt;
Osage Blocks are how Project DIVA determines what bones should receive real-time physics. It is important to note that an Osage Block generally applies to a whole chain of bones, instead of individual bones. The Osage block itself holds;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Osage Block&lt;br /&gt;
!&#039;&#039;&#039;ExternalName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Osage]&lt;br /&gt;
|Name of the Osage block externally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of the Osage block internally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Nodes&#039;&#039;&#039;&lt;br /&gt;
|(Collection)&lt;br /&gt;
|Collection of bones (nodes) for the Osage strand&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ParentName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of the parent &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|[Scale of Block]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Signature&#039;&#039;&#039;&lt;br /&gt;
|OSG&lt;br /&gt;
|(Not Editable)&lt;br /&gt;
|}&lt;br /&gt;
Note: &#039;&#039;&#039;ExternalName&#039;&#039;&#039; is what is used in the [[Skin Param]] to set settings for the Osage strand, not &#039;&#039;&#039;Name.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Osage Nodes ===&lt;br /&gt;
An Osage block holds a collection of nodes, the bones that belong to the Osage block. The collection of nodes is as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Osage Node&lt;br /&gt;
!&#039;&#039;&#039;Length&#039;&#039;&#039;&lt;br /&gt;
|[Length of Node]&lt;br /&gt;
|Actual length of the bone&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Node]&lt;br /&gt;
|Name of the bone&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]&lt;br /&gt;
|[X,Y,Z] &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;SiblingMaxDistance&#039;&#039;&#039;&lt;br /&gt;
|[Distance from Sibling]&lt;br /&gt;
|Distance the node can travel from the Sibling&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;SiblingName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Sibling]&lt;br /&gt;
|Name of the Sibling node &lt;br /&gt;
|}&lt;br /&gt;
Note: An Osage block can hold multiple Osage Nodes&lt;br /&gt;
&lt;br /&gt;
== Constraint Blocks (CNS) ==&lt;br /&gt;
Constraint blocks are the best way to copy the direction or orientation of another bone without using expressions, and are best used on bones that need to maintain an offset while being affected by another bone. A great example of this system is [https://gamebanana.com/mods/385283 Skyth&#039;s Sonic Modules], being able to copy the DIVA skeleton while keeping the original model&#039;s armature intact.&lt;br /&gt;
&lt;br /&gt;
=== Direction Constraint Block ===&lt;br /&gt;
This is the main way to point a bone towards another bone.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Direction Constraint Block&lt;br /&gt;
!Coupling&lt;br /&gt;
|[Rigid or Soft]&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Coupling method] &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Data&#039;&#039;&#039;&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.PositionConstraintData&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Direction Constraint]&lt;br /&gt;
|-&lt;br /&gt;
!ConstrainedObject&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.AttachPointData&lt;br /&gt;
|Always AttachPointData(?)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByOrientation&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constrained bone uses orientation if true&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByScaling&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constrained bone uses scale if true&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Offset of constrained bone&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ConstrainingObject&#039;&#039;&#039;&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.AttachPointData&lt;br /&gt;
|Always AttachPointData(?)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByOrientation&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constraining bone uses orientation if true&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByScaling&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constraining bone uses scale if true&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Offset of constraining bone&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|Position&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!UpVector&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.UpVectorData&lt;br /&gt;
|Always UpVectorData(?)&lt;br /&gt;
|-&lt;br /&gt;
!Active&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constrained bone uses Up Vector if true&lt;br /&gt;
|-&lt;br /&gt;
!AffectedAxis&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Determines which axis is used as the [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Up Vector]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name]&lt;br /&gt;
|&lt;br /&gt;
 Editors&#039; Note: I can&#039;t find this used anywhere&lt;br /&gt;
|-&lt;br /&gt;
!PointAt&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Where the [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Up Vector] should point&lt;br /&gt;
|-&lt;br /&gt;
!Roll&lt;br /&gt;
|[Value]&lt;br /&gt;
|Roll of the [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Up Vector](?)&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of Constraint Block&lt;br /&gt;
|-&lt;br /&gt;
!ParentName&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of Parent &lt;br /&gt;
|-&lt;br /&gt;
!Position&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Rotation&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Scale&lt;br /&gt;
|[Scale]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Signature&lt;br /&gt;
|CNS&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!SourceNodeName&lt;br /&gt;
|[Name of Source Node]&lt;br /&gt;
|Constraining bone&lt;br /&gt;
|}&lt;br /&gt;
Note: Much of this is sourced from [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Softimage 2014&#039;s Manual]&lt;br /&gt;
&lt;br /&gt;
=== Orientation Constraint Block ===&lt;br /&gt;
This is the main way to copy a bone&#039;s orientation.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Orientation Constraint Block&lt;br /&gt;
!Coupling&lt;br /&gt;
|[Rigid or Soft]&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Coupling method] &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Data&#039;&#039;&#039;&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.OrientationConstraintData&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Orientation Constraint]&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Offset of rotation&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
|Orientation&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of Constraint Block&lt;br /&gt;
|-&lt;br /&gt;
!ParentName&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of Parent &lt;br /&gt;
|-&lt;br /&gt;
!Position&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Rotation&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Scale&lt;br /&gt;
|[Scale]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Signature&lt;br /&gt;
|CNS&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!SourceNodeName&lt;br /&gt;
|[Name of Source Node]&lt;br /&gt;
|Constraining bone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing Block (CLS) ==&lt;br /&gt;
Also referred to as &amp;quot;soft body physics&amp;quot;, this is the best way to add physics to complex meshes, like Luka&#039;s skirt on her default module. &#039;&#039;&#039;Unfortunately, [[MikuMikuModel]] does not support this block in its entirety yet, and can&#039;t properly import models that make use of it.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Clothing Block&lt;br /&gt;
!BackFaceName&lt;br /&gt;
|[Name of Mesh]&lt;br /&gt;
|Name of the mesh used for backfaces&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Field08&#039;&#039;&#039;&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field10&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Field14&#039;&#039;&#039;&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field18&lt;br /&gt;
|[Matrix4x4 Array]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field1C&lt;br /&gt;
|[Collection]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field20&lt;br /&gt;
|[Collection]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field24&lt;br /&gt;
|uInt16 Array&lt;br /&gt;
|Undocumented (Array length is same as vertex count?)&lt;br /&gt;
|-&lt;br /&gt;
!Field28&lt;br /&gt;
|uInt16 Array&lt;br /&gt;
|Undocumented (Array length is same as vertex count?)&lt;br /&gt;
|-&lt;br /&gt;
!Field30&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name of Mesh]&lt;br /&gt;
|Name of the mesh&lt;br /&gt;
|-&lt;br /&gt;
!Signature&lt;br /&gt;
|CLS&lt;br /&gt;
|Not Editable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Motion Block (MOT) ==&lt;br /&gt;
Motion blocks are able to animate bones on a character, but are only used in Project DIVA F, Project DIVA F2nd, and Project DIVA X.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Motion Block&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of the motion block internally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Nodes&#039;&#039;&#039;&lt;br /&gt;
|(Collection)&lt;br /&gt;
|Collection of bones&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ParentName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of the parent &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|[Scale of Block]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Signature&#039;&#039;&#039;&lt;br /&gt;
|MOT&lt;br /&gt;
|(Not Editable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unused Blocks (ITM, LGT) ==&lt;br /&gt;
There are two unused Ex Data signatures in Arcade Future Tone&#039;s data, being ITM and LGT. Both act as a CNS block internally.&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Expression_Components_and_Instructions&amp;diff=91</id>
		<title>Expression Components and Instructions</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Expression_Components_and_Instructions&amp;diff=91"/>
		<updated>2025-09-17T04:15:06Z</updated>

		<summary type="html">&lt;p&gt;Platonic: Created page with &amp;quot;== Components == The component portion of an expression is what will be affected. For example,   = 0 [Instructions] will take the value of the [Instructions] portion, and push it onto the X position of the Expression bone, while;  = 4 [Instructions] will take the value of the [Instructions] portion, and push it onto the Y rotation of the bone. {| class=&amp;quot;wikitable&amp;quot; |+ !Component !Value |- |0 |X Position |- |1 |Y Position |- |2 |Z Position |- |3 |X Rotation |- |4 |Y Rotati...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
The component portion of an expression is what will be affected. For example, &lt;br /&gt;
 = 0 [Instructions]&lt;br /&gt;
will take the value of the [Instructions] portion, and push it onto the X position of the Expression bone, while;&lt;br /&gt;
 = 4 [Instructions]&lt;br /&gt;
will take the value of the [Instructions] portion, and push it onto the Y rotation of the bone.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Component&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|X Position&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Y Position&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Z Position&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|X Rotation&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Y Rotation&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Z Rotation&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|X Scale&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Y Scale&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Z Scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
Instructions are the math portion of expressions. The following operations are allowed:&lt;br /&gt;
&lt;br /&gt;
=== Number ===&lt;br /&gt;
 n [value] &lt;br /&gt;
The &#039;&#039;&#039;n&#039;&#039;&#039; instruction pushes a number to the stack, for example:&lt;br /&gt;
 = 6 n 1&lt;br /&gt;
sets the X Scale of the bone to 1&lt;br /&gt;
&lt;br /&gt;
=== Variable ===&lt;br /&gt;
 v [variable]&lt;br /&gt;
The &#039;&#039;&#039;v&#039;&#039;&#039; instruction gets a variable, then pushes it to the stack. The variable can either be:&amp;lt;blockquote&amp;gt;[Component].[Bone] (eg, 4.j_kao_wj, 2.kl_mune_b_wj, 6.j_ude_l_wj)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;t&#039;&#039;&#039; instruction (time elapsed) &amp;lt;/blockquote&amp;gt;For example:&lt;br /&gt;
 = 1 v 4.j_kao_wj&lt;br /&gt;
This would set the Y position of the bone to the Y rotation of j_kao_wj, or:&lt;br /&gt;
 = 2 v t&lt;br /&gt;
This would set the Z position of the bone to the value of time elapsed&lt;br /&gt;
&lt;br /&gt;
=== Function ===&lt;br /&gt;
 f [function]&lt;br /&gt;
The &#039;&#039;&#039;f&#039;&#039;&#039; instruction gets the value on the stack, applies the function, then pushes the value. The function used can be:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|neg&lt;br /&gt;
|Negate the value&lt;br /&gt;
|-&lt;br /&gt;
|sin&lt;br /&gt;
|[[wikipedia:Sine_and_cosine|Sine]] function (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|cos&lt;br /&gt;
|[[wikipedia:Sine_and_cosine|Cosine]] function (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|tan&lt;br /&gt;
|[[wikipedia:Trigonometric_functions#tangent|Tangent]] function (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|abs&lt;br /&gt;
|[[wikipedia:Absolute_value|Absolute Value]] function&lt;br /&gt;
|-&lt;br /&gt;
|sqrt&lt;br /&gt;
|[[wikipedia:Square_root|Square Root]]&lt;br /&gt;
|-&lt;br /&gt;
|av&lt;br /&gt;
|Multiplies value by 0.1&lt;br /&gt;
|-&lt;br /&gt;
|floor&lt;br /&gt;
|Outputs the [[wikipedia:Floor_and_ceiling_functions|floor]] (lowest integer) of a value &lt;br /&gt;
|-&lt;br /&gt;
|ceil&lt;br /&gt;
|Outputs the [[wikipedia:Floor_and_ceiling_functions|ceiling]] (highest integer) of a value &lt;br /&gt;
|-&lt;br /&gt;
|round&lt;br /&gt;
|[[wikipedia:Rounding|Rounds]]&amp;lt;nowiki/&amp;gt;the value&lt;br /&gt;
|-&lt;br /&gt;
|asin&lt;br /&gt;
|[[wikipedia:Inverse_trigonometric_functions|Inverse Sine]] function&lt;br /&gt;
|-&lt;br /&gt;
|acos&lt;br /&gt;
|[[wikipedia:Inverse_trigonometric_functions|Inverse Cosine]] function&lt;br /&gt;
|-&lt;br /&gt;
|atan&lt;br /&gt;
|[[wikipedia:Inverse_trigonometric_functions|Inverse Tangent]] function&lt;br /&gt;
|-&lt;br /&gt;
|log&lt;br /&gt;
|[[wikipedia:Logarithm|Logarithm]] function&lt;br /&gt;
|-&lt;br /&gt;
|exp&lt;br /&gt;
|[[wikipedia:Exponentiation|Exponentation]] function&lt;br /&gt;
|-&lt;br /&gt;
|rand_0_1&lt;br /&gt;
|Unimplemented, makes value 0. (It is meant to randomly generate between 0 and 1)&lt;br /&gt;
|}&lt;br /&gt;
For example:&lt;br /&gt;
 = 0 v 1 f av&lt;br /&gt;
would set the X position of the bone to 0.1 (since the 1 is multiplied by 0.1)&lt;br /&gt;
&lt;br /&gt;
=== Secondary Functions ===&lt;br /&gt;
 g [function]&lt;br /&gt;
The &#039;&#039;&#039;g&#039;&#039;&#039; instruction gets two values from the stack, applies the function provided, then pushes the result. The function used can be:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| +&lt;br /&gt;
|Adds the values&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
|Subtracts X from Y&lt;br /&gt;
|-&lt;br /&gt;
|*&lt;br /&gt;
|Multiplies the values&lt;br /&gt;
|-&lt;br /&gt;
|/&lt;br /&gt;
|Divides X by Y&lt;br /&gt;
|-&lt;br /&gt;
|%&lt;br /&gt;
|Takes a portion of X by Y &lt;br /&gt;
|-&lt;br /&gt;
|==&lt;br /&gt;
|Outputs 1 if values are equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;&lt;br /&gt;
|Outputs 1 if X is greater, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;=&lt;br /&gt;
|Outputs 1 if X is greater or equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;&lt;br /&gt;
|Outputs 1 if X is lesser, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;=&lt;br /&gt;
|Outputs 1 if X is lesser or equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|!=&lt;br /&gt;
|Outputs 1 if values are not equal, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;&amp;amp;&lt;br /&gt;
|Outputs 1 if both values are 1, else 0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;||&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Outputs 1 if one value is 1, else 0&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|Outputs the lowest value&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|Outputs the highest value&lt;br /&gt;
|-&lt;br /&gt;
|fmod&lt;br /&gt;
|Divides X by Y, and outputs the remainder&lt;br /&gt;
|-&lt;br /&gt;
|pow&lt;br /&gt;
|X to the power of Y&lt;br /&gt;
|}&lt;br /&gt;
For example:&lt;br /&gt;
 = 6 n 1 n 3 g +&lt;br /&gt;
would set the X scale of the bone to 4 (since it adds 3 and 1)&lt;/div&gt;</summary>
		<author><name>Platonic</name></author>
	</entry>
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