Difference between revisions of "EffectShader"

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The shader can consist of two components, a Membrane Shader and a Particle Shader.
The shader can consist of two components, a Membrane Shader and a Particle Shader.


[[File:EffectShaderWindow.png|900px]]


==Membrane Shader==
==Membrane Shader==


The Membrane Shader is applied directly to the mesh of a target object. How the shader interacts with the mesh's base texture is determined in large part by the Source and Dest Blend Modes.
The Membrane Shader is applied directly to the mesh of a target object. How the shader interacts with the mesh's base texture is determined in large part by the Source and Dest Blend Modes.
''Ignore Base Geometry Texture Alpha''
:: Check this box to ?


''Affect Skin Only''
''Affect Skin Only''
:: Check this box to make the Membrane Shader only affect NPC's exposed skin. E.g. the effectSunDamage shader uses this.
:: Check this box to make the Membrane Shader only affect NPC's exposed skin and not any apparel that is being worn. E.g. the effectSunDamage shader uses this.


'''Source and Dest Blend Mode'''
'''Source and Dest Blend Mode'''
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''Zero''
''Zero''
:: Uses 0 as its pixel value
:: Uses 0 as its pixel value. (All channels of the color are multiplied by zero)


''One''
''One''
:: Uses 1 as its pixel value
:: Uses 1 as its pixel value. (Multiplies each component by one)


''Source Alpha''
''Source Alpha''
:: RGB components of source pixel multiplied by alpha
:: RGB components of source pixel multiplied by alpha. (Multiplies all channels with the source alpha)


''Source Inverted Alpha''
''Source Inverted Alpha''
:: RGB components of source pixel multiplied by 1 - alpha
:: RGB components of source pixel multiplied by 1 - alpha. (Multiplies all channels with one minus the source alpha)


''Source Color''
''Source Color''
:: Color of source pixel
:: Color of source pixel. (Multiplies each component with the respective component in the source color)


''Source Inverse Color''
''Source Inverse Color''
:: Color of source pixel subtracted per component from white
:: Color of source pixel subtracted per component from white. (Multiplies each component with one minus the respective component in the source color)


''Dest Alpha''
''Dest Alpha''
:: RGB components of destination pixel multiplied by alpha
:: RGB components of destination pixel multiplied by alpha. (Multiplies all channels with the destination alpha)


''Dest Inverted Alpha''
''Dest Inverted Alpha''
:: RGB components of destination pixel multiplied by 1 - alpha
:: RGB components of destination pixel multiplied by 1 - alpha. (Multiplies all channels with one minus the destination alpha)


''Dest Color''
''Dest Color''
:: Color of destination pixel
:: Color of destination pixel. (Multiplies each component with the respective component in the destination color)


''Dest Inverse Color''
''Dest Inverse Color''
:: Color of destination pixel subtracted per component from white
:: Color of destination pixel subtracted per component from white. (Multiplies each component with one minus the respective component in the destination color)


''Source Alpha SAT''
''Source Alpha SAT''
:: Takes the lesser of the source pixel's alpha or one minus the destination pixel's alpha and places it in the red, green, and blue fields of the specified pixel. This mode sets the specified pixel's alpha to be 1.
:: Takes the lesser of the source pixel's alpha or one minus the destination pixel's alpha and places it in the red, green, and blue fields of the specified pixel. This mode sets the specified pixel's alpha to be 1. (The red, green and blue channel are multiplied with the min(alpha_source, 1 - alpha_destination), alpha is multiplied by one. This can only be used for Source and will override the value set in Destination.)




'''Blend Operation'''
'''Blend Operation'''


This option determines how the source and destination functions are combined.
This section determines how the source and destination functions are combined. Options are as follows:
 
''Add'' - (Result = Source + Destination) (This blend mode simply adds pixel values of one layer with the other. In case of values above 1 (in the case of RGB), white is displayed.)
 
''Subtract'' - (Result = Source - Destination) (This blend mode simply subtracts pixel values of one layer with the other. In case of negative values, black is displayed.)
 
''Reverse Subtract'' - (Result = Destination - Source) (Difference subtracts the top layer from the bottom layer or the other way round, to always get a positive value. Blending with black produces no change, as values for all colors are 0. (The RGB value for black is 0,0,0). Blending with white inverts the picture.)
 
''Minimum'' - (Result = MIN(Source, Destination)) (Creates a resultant pixel that retains the smallest components of the foreground and background pixels.)
 
''Maximum'' - (Result = MAX(Source, Destination)) (Selects the maximum of each component from the foreground and background pixels.)
 
 
The default setting should work for most shaders, as it resembles typical alpha blending.


The default setting should work for most shaders, as it resembles typical alpha blending;
* Source Blend Mode:'' Source Alpha ''
* Source Blend Mode:'' Source Alpha ''
* Dest Blend Mode:'' Source Inverted Alpha ''
* Dest Blend Mode:'' Source Inverted Alpha ''
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'''Z Test Function'''
'''Z Test Function'''


Defaults to Equal To. If changed to Greater Than or Greater Than or Equal To, the membrane shader will be displayed on top of other geometry and will be visible through walls (unconfirmed).
This value defaults to Equal To. The "Greater Than" and "Greater Than or Equal To" values are supposed to change the depth of the shader effects, allowing it to show through walls; however, this behavior is broken in Skyrim.
 
(The z-buffer, or depth buffer, is used to ensure that objects are displayed according to their depth. During rendering of a triangle, the Z-value of a given pixel is compared to the value stored in the Z-Buffer. Based on the Z-testing function, the triangle either is allowed to overdraw the pixel or not. The default behavior is to accept pixel that have a Z-value that is smaller or the same as the value in the Z-Buffer, making objects closer to the camera occlude objects which are farther away.)
 


==== Fill / Texture Effect ====  
==== Fill / Texture Effect ====  
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''Alpha Pulse Amplitude''
''Alpha Pulse Amplitude''
:: How noticeable the pulsation of the shader is. Relevant only when one of the blend modes has been set to Source (inverted) Alpha.
:: How noticeable the pulsation of the shader is; a multiplier applied to the ''Full'' or ''Persistent Alpha Ratio''. Relevant only when one of the blend modes has been set to Source (inverted) Alpha.


''Alpha Pulse Frequency''
''Alpha Pulse Frequency''
:: How often the shader exhibits a pulse. It may be easier to consider that the period of any given pulse would be 1 second divided by the frequency of the pulses (i.e. larger values give shorter pulses, decimal values below 1 give longer pulses).  
:: How often the shader exhibits a pulse. It may be easier to consider that the period of any given pulse would be 1 second divided by the frequency of the pulses (i.e. larger values give shorter pulses, decimal values below 1 give longer pulses).
 
''Texture Animation Speed (U, V)''
:: If a texture is selected, it can be animated across the U (horizontal) and V (vertical) texture coordinates using these speed values. Make the value negative to get movement in the opposite direction.
 
''Texture Scale (U, V)''
:: A larger value will repeat the texture more frequently on the surface of the target object.


''Texture Animation Speed''
{{InDepth|Here's an explanation of the alpha/opacity values for those who find prose easier to understand:
:: If a texture is selected, it can be animated across the U (horizontal) and V (vertical) texture coordinates using these speed values.


''Texture Scale''
When a shader is first applied, it immediately uses ''Full Alpha Ratio'' as its opacity for ''Full Alpha Time''; after that, the shader fades in from ''Full Alpha Ratio'' to ''Persistent Alpha Ratio'' over ''Alpha Fade Out Time''. Over the course of the shader's lifetime (including during fades), the opacity will vary by up to ''Alpha Pulse Ratio'' (multiplied by the ''Full'' or ''Persistent Alpha Ratio'') at a rate of ''Alpha Pulse Frequency'' times per second. When the shader is removed from a reference, it will always fade out from its current opacity to zero over ''Alpha Fade Out Time''.
:: A larger value will repeat the texture more frequently on the surface of the target object.  


The fade-in behavior changes if the ''Persistent Alpha Ratio'' is greater than the ''Full Alpha Ratio'': in this case, the shader will instantly switch from ''Full Alpha Ratio'' to ''Persistent Alpha Ratio'' at the end of the ''Full Alpha Time''. This is implied by the names of the settings -- "full," as in "maximum," alpha ratio -- but it's still not necessarily what one might expect, and it's definitely the less useful behavior.}}


''Texture''
 
''Fill Texture''
:: Press the Edit button to add a texture instead of using a solid color. To remove an image file, press this button and cancel the dialogue window that appears.
:: Press the Edit button to add a texture instead of using a solid color. To remove an image file, press this button and cancel the dialogue window that appears.
 
''Palette Texture''
''Color Key 1-3''
:: Press the Edit button to define a palette texture. The exact function of this texture is unknown, but if one isn't defined, your shader ''may'' not work.
:: Only the level of white / black seems relevant when a texture has been selected. The color keys are ignored (true for all blend modes?) when no texture is selected. The scale represents intencity or the brightness. Time is given in seconds since the shader started.  


''Ignore Alpha''
''Ignore Alpha''
:: ?
:: Check this box to ?


''Projected UVs''
''Projected UVs''
:: Mixes the Fill and Palette textures coloring the Fill texture with Palette.  
:: Textures appear to be projected behind the membrane instead of sticking the textures onto the membrane.


''Lighting''
''Lighting''
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''No Wpns''
''No Wpns''
:: ?
:: Checking this box makes it so the effects are not applied to weapons.


''Grayscale To Palette - Color''
''Grayscale To Palette - Color''
:: Texture is ignored when this is off.  
:: Uses the colors from the Palette Texture.  


''Grayscale To Palette - Alpha''
''Grayscale To Palette - Alpha''
:: Texture alpha is ignored when this is off (Palette opaque)
:: Texture alpha is ignored when this is off (Palette opaque).
 
''Color Key 1-3''
:: Only the level of white / black seems relevant when a texture has been selected. The color keys are ignored (true for all blend modes?) when no texture is selected. The scale represents intensity/brightness or in some cases the size/thickness of the effect. Time is given in seconds since the shader started.


==== Edge Effect ====
==== Edge Effect ====
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''Fall Off''  
''Fall Off''  
::This value represents the bias of the rim lighting. Higher values will cause the rim effect to fall off quicker, giving it a sharper outline. A value below one makes the edge (texture) more visible and it will appear "solid" if this value is set to 0.  
::This value represents the bias of the rim lighting. Higher values will cause the rim effect to fall off quicker, giving it a sharper outline. A value below one makes the edge (texture) more visible and it will appear "solid" if this value is set to 0.
 


''Inverse''
''Inverse''
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''Color''
''Color''
:: The color of the fill effect if a texture is not selected.
:: The color of the edge effect.


==== Holes ====
==== Holes ====
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== Particle Shader ==
== Particle Shader ==
Use the Particle Shader section to create particles that will emit from the target object.
Use the Particle Shader section to create particles that will emit from the target object. These effects are limited to ObjectReferences that are also Actors; trying to emit particles from a piece of armor or another inanimate object will prove fruitless.
These effects are limited to ObjectReferences that are also Actors.  


Trying to emit particles from a piece of armor or another inanimate object will prove fruitless.
The method of particle alpha blending is determined by the Source and Dest Blend Modes. Refer to the Membrane Shader section.
 
The method of particle alpha blending is determined by the Source and Dest Blend Modes.
Refer to the Membrane Shader section.


{| class="wikitable"
{| class="wikitable"
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''Scale Out Time:'' The time it takes for the debris models to scale out (from End Scale to Start Scale).
''Scale Out Time:'' The time it takes for the debris models to scale out (from End Scale to Start Scale).
== Notes ==
* Remember that your shaders are (generally) triggered by spells; those spells can have unintuitive effects on how the shader behaves, breaking the behavior of the various fade options. It's best to test your EffectShaders independently by using the ''PlayMagicShaderVisuals'' (''PMS'') and ''StopMagicShaderVisuals'' (''SMS'') console commands; both run on an actor and take the form ID of a shader.
** In some particularly bizarre cases, magic effects that trigger on different conditions can break each other's shaders if they're part of the same spell; yet they and their shaders work perfectly fine if they're separated out into different spells.


[[Category:Object Classes]]
[[Category:Object Classes]]
[[Category:Special Effect]]
[[Category:Special Effect]]
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