<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://docs.divamodarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aura39</id>
	<title>DivaDocs - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://docs.divamodarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aura39"/>
	<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/Special:Contributions/Aura39"/>
	<updated>2026-07-22T19:48:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=228</id>
		<title>Shaders</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=228"/>
		<updated>2026-06-27T13:19:12Z</updated>

		<summary type="html">&lt;p&gt;Aura39: &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`.&lt;br /&gt;
&lt;br /&gt;
The Translucency map is multiplied by 0, and thus, does nothing visually. (Source: Samyuu). In Virtua Fighter 5 the Translucency map was used for simulating light transmission through thin parts of hair.&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;
&lt;br /&gt;
Like the SKIN shader, EYEBALL also uses [[wikipedia:Subsurface_scattering|Subsurface Scattering]].&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;
&lt;br /&gt;
Like the SKIN shader, TIGHTS also uses [[wikipedia:Subsurface_scattering|Subsurface Scattering]].&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>Aura39</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=227</id>
		<title>Shaders</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Shaders&amp;diff=227"/>
		<updated>2026-06-27T13:16:33Z</updated>

		<summary type="html">&lt;p&gt;Aura39: &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;
&lt;br /&gt;
Like the SKIN shader, EYEBALL also uses [[wikipedia:Subsurface_scattering|Subsurface Scattering]].&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;
&lt;br /&gt;
Like the SKIN shader, TIGHTS also uses [[wikipedia:Subsurface_scattering|Subsurface Scattering]].&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>Aura39</name></author>
	</entry>
</feed>