Materials
Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.
Textures
Arcade Textures
Project DIVA games that follow Arcade's structure (Arcade, Dreamy Theater/2nd/Extend, Arcade Future Tone, Future Tone, Mega Mix/+) support the following textures:
| Texture Type | Use | Example | Flag |
|---|---|---|---|
Color |
The base color of the model (Also known as "Diffuse" or "Albedo" textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a lightmap. | [insert] | Color, ColorL1 |
Normal |
Normal Map for baked details | [insert] | Normal, NormalAlt |
Specular |
Controls the Specular reflection color and intensity, with the Alpha channel controlling Environment intensity | [insert] | Specular |
Translucency |
Controls blending of the skin color in the TIGHTS shader. (Unused on the HAIR shader) | [insert] | Translucency |
Transparency |
Controls the transparency of the model | [insert] | Transparency |
EnvironmentCube |
Cubemap used for reflective surfaces | [insert] | Environment |
F Textures
Project DIVA games that follow F's structure (F, F2nd, X) support the following textures:
| Texture Type | Use | Example | Flag |
|---|---|---|---|
| Color | The base color of the model (Also known as "Diffuse" or "Albedo" textures). The Alpha channel can be used for the transparency of the model.
If second Color map is present on the BLINN shader, it is treated as a lightmap. If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a Toon Curve texture. (Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the fresnel, the 3rd line controls the specular, and the 4th line controls the diffuse) |
[insert] | Color, ColorL1 |
| Specular | Controls the Specular reflection color and intensity | [insert] | Specular |
| EnvironmentCube | Cubemap used for reflective surfaces. Only supported on the BLINN shader | [insert] | Environment |
X (Ps4) Textures
Project DIVA X on the Playstation 4 features upgraded graphics, and has support for different textures as such:
| Texture Type | Use | Example | Flag |
|---|---|---|---|
| Color | The base color of the model (Also known as "Diffuse" or "Albedo" textures). The Alpha channel can be used for the transparency of the model. | [insert] | Color, ColorL1 |
| Normal | Normal Map for baked details. The alpha channel controls the Ambient Occlusion of the model. | [insert] | Normal, NormalAlt |
| Specular | Material texture, where:
The Red channel is roughness, The Green channel is fresnel reflectance (and the material is treated as metal if the value is over 0.999), The Blue channel controls where Self-Shadowing should take place, The Alpha channel controls the brightness of the fresnel effect of the model. |
[insert] | Specular |
| Height | Controls the emmision of the model, with the Alpha channel acting as a Specular map | [insert] | |
| Translucency | Toon Curve texture, with 4 lines of data:
The top line is unused, The 2nd line controls the fresnel ramp The 3rd line controls the specular ramp The 4th line controls the diffuse ramp |
[insert] | |
| Transparency | Cubemap used for reflective surfaces | [insert] | Environment |
| (not indexed) | Lightmap for baked lighting (Used in the OBJM_H shader) | [insert] |
*Material texture use from Skyth
Blend Flags
Blend flags are material settings that specifically affect how a model is drawn.
| Flag | Input | Use |
|---|---|---|
| Alpha texture | True, False | Enables the transparency of a model to be driven by the Alpha channel of the color or transparency texture. |
| Alpha material | True, False | Enables the transparency of a model to be driven by the Alpha value of the material. |
| Punch through | True, False | Discards alpha values below 0.5, resulting in sharper transparency |
| Double sided | True, False | Disables Backface Culling when true |
| Normal direction light | True, False | Unused(?) |
| Source blend factor | String | Used to determine blending behaviour |
| Destination blend factor | String | Used to determine blending behaviour |
| Blend Operation | Value | Unused(?) |
| Z bias | 0-15 | Unused |
| Ignore fog | True, False | Material will not be affected by fog if true |
General
The main material settings, controlling how the model looks overall
| Flag | Input | Use |
|---|---|---|
| Flags | String | See Material Flags |
| Alpha material | True, False | Enables the transparency of a model to be driven by the Alpha value of the material. |
| Punch through | True, False | Discards alpha values below 0.5, resulting in sharper transparency |
| Double sided | True, False | Disables Backface Culling when true |
| Normal direction light | True, False | Unused(?) |
| Source blend factor | String | Used to determine blending behaviour |
| Destination blend factor | String | Used to determine blending behaviour |
| Blend Operation | Value | Unused(?) |
| Z bias | 0-15 | Unused |
| Ignore fog | True, False | Material will not be affected by fog if true |
Material Flags
| Flag | Use |
|---|---|
| Color | Enables color map for material |
| Color Alpha | Enables alpha from color map |
| ColorL1 | Enables second color map to act as a lightmap |
| ColorL1Alpha | Unused(?) |
| ColorL2 | Unused(?) |
| ColorL2Alpha | Unused(?) |
| Transparency | Enables transparency from transparency map |
| Specular | Enables specular map |
| Normal | Enables normal map |
| NormalAlt | Unused(?) |
| Environment | Enables environment map |
| ColorL3 | Unused(?) |
| ColorL3Alpha | Unused(?) |
| Translucency | Enables translucency map |
| Flag14 | Unused(?) |
| OverrideIBL | Enables or disables environment |
