Materials

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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