Shader

Last Built: Apr 27, 2021

Shader

The following section describes the available shader options and their settings.

There are three different kinds of shader nodes:

  • BS Shader PP Lighting Property

  • BS Lighting Shader Property

  • BS Effect Shader Property

BS Shader PP Lighting Property

This shader node is used for things.

Property

Description

Alpha Texture

Requires NiAlphaProperty to enable.

Decal Single Pass

Standard decal.

Dynamic Alpha

Dynamic Decal Single Pass

Empty

Unknown

Environment Mapping

External Emittance

Eye Environment Mapping

Does not use envmap light fade or scale

Face Gen

Fire Refraction

Enables refraction power/period

Hair

Local Map Hide Secret

Hides everything under this marker from view on the local map

Low Detail

Apparently uses standard diff/norm/spec shader

Multiple Textures

Nulls base diff/norm

Non Projective Shadows

Disables projected shadows (?)

Parallax Occlusion

Refraction

Enables refraction power

Remappable Textures

Typically seen with texture animations

Shadow Frustum

Shadow Map

Single Pass

Skinned

Required for skinned meshes

Specular

Enables specularity

Tree Billboard

Unknown 1

Unknown

Unknown 2

Unknown

Unknown 3

Causes crashes

Vertex Alpha

Window Environment Mapping

Z-Buffer Test

BS Lighting Shader Property

Skyrim PP shader for assigning material/shader/texture.

This shader node is used for things.

Property

Description

Anisotropic Lighting

Assume Shadow Mask

Back Lighting Map

Use the backlight map

Billboard

Cast Shadows

Enables shadow casting

Cloud LOD

Decal

Decal

Double Sided

Enables two-faced rendering

Dynamic Decal

Effect Lighting

Environment Mapping

Uses envmap scale

Envmap Light Fade

External Emittance

Eye Environment Mapping

Does not use envmap light fade or scale

Facegen Detail

Adds a face detail map to the 4th texture slot

Facegen RGB Tint

Tintmask for the face

Fit Scope

Glow Map

Adds a glow map to the 3rd texture slot

Greyscale to Palette Alpha

Greyscale to Palette Color

Hair Soft Lighting

Keeps hair shader from blowing out

HD LOD Objects

Hide on Local Map

Similar to Hide Secret

Landscape

Unknown

Local Map Hide Secret

Hides everything under this marker from view on the local map

LOD Landscape

LOD Objects

Model Space Normals

Use model space normals and an external specular map

Multi-Index Snow

Multi_layer Parallax

Uses the inner-layer map

Multiple Textures

Enables multiple textures

No Fade

Disables viewport fading for the mesh

No LOD Land Blend

No Transparency Multisampling

Non Projective Shadows

Unknown

Own Emit

Provides its own emittance color

Packed Tangent

Parallax Occlusion

Parallax

Premult Alpha

Projected UV

Used for decaling items

Receive Shadows

Enables this mesh to receive shadows

Refraction

Enables normal map to be used for refraction effects

Remappable Textures

Rim Light

Uses the rim light map

Screendoor Alpha Fade

Skinned

Required for skinned meshes

Soft Effect

Soft Lighting

Uses the soft lighting map

Specular

Enables specularity

Temp Refraction

Unknown

Tree Anim

Enables Vertex and Flutter animation

Uniform Scale

Unused01

Unused

Unused02

Unused

Use Falloff

Use the falloff value in EffectShaderProperty

Vertex Alpha

Enables alpha component for vertex colors

Vertex Colors

Vertex Lighting

Weapon Blood

Enables blood decals for weapons

Wireframe

Z-Buffer Test

Z-Buffer Write

Enables writing to the z-buffer

When importing a BS Lighting Shader Property, the UV scale, UV offset and the clamp mode are converted into shader nodes. When this happens, the UV Map input node is first split into X and Y, and later combined for a final output. This combining node is what the exporter looks for when trying to find the nodes that do the X and Y transform. Therefore, it has a standard name: ‘Combine UV0’. The label is also the same by default, but that can be anything. If you want to export UV Scale, UV Offset or the clamp mode, making sure it follows this format is the best way to do it. If there is no node with that name, the exporter will still try to find that node by tracing back from the UV map input of the ‘Base’ image texture node, but it will give you a warning. If none are found, the standard values are chosen.

BS Effect Shader Property

Skyrim non-PP shader model, used primarily for transparency effects, often as a decal.

Property

Description

Cast Shadows

Enables shadow casting

Decal

Dynamic Decal

Environment Mapping

Uses envmap scale

External Emittance

Eye Environment Mapping

Must use eye shader and model must be skinned

Facegen Detail

Face detail for the 4th texture slot

Facegen RGB Tint

Tinkmask for the face

Fire Refraction

Greyscale to Palette Alpha

Greyscale to Palette Color

Hair Soft Lighting

Keeps hair shader from blowing out

HD LOD Objects

Hide on Local Map

Similar to Hide Secret

Landscape

Unknown

Local Map Hide Secret

Hides everything under this marker from view on the local map

LOD Landscape

LOD Objects

Model Space Normals

Use model space normals and an external specular map

Multi-Index Snow

Multi_layer Parallax

Uses the inner-layer map

Multiple Textures

Enables multiple textures

No Fade

Disables viewport fading for the mesh

No LOD Land Blend

No Transparency Multisampling

Non Projective Shadows

Unknown

Own Emit

Provides its own emittance color

Packed Tangent

Parallax Occlusion

Parallax

Premult Alpha

Projected UV

Used for decaling items

Receive Shadows

Enables this mesh to receive shadows

Refraction

Enables normal map to be used for refraction

Remappable Textures

Rim Light

Uses the rim light map

Screendoor Alpha Fade

Skinned

Required for skinned meshes

Soft Effect

Soft Lighting

Uses the soft lighting map

Specular

Enables specularity

Temp Refraction

Unknown

Tree Anim

Enables Vertex and Flutter animation

Uniform Scale

Unused01

Unused

Unused02

Unused

Use Falloff

Use the falloff value in EffectShaderProperty

Vertex Alpha

Enables alpha component for vertex colors

Vertex Colors

Vertex Lighting

Weapon Blood

Enables blood decals for weapons

Wireframe

Z-Buffer Test

Z-Buffer Write

Enables writing to the z-buffer