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Dawntrail Shader Reference Table
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The following explain how each color/data channel is used in each shader.
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For the most part TexTools' model viewer should reflect the texture elements of this chart as shown.
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Channels are listed by their default behavior, when variable.
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Channels listed in PURPLE are variable, and affected by Shader Keys, listed to the right of each shader.
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SSS and Fur Settings are controlled by the same channels/fields where applicable (including in colorset and material constant settings)
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Further Note: FFXIV Uses OpenGL format Tangent Space Normal Maps
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Character.shpk (Gear & Monster Shader)
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Texture DataTexture Mode - Diffuse TextureSpecular Mode - Specular Texture
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Normal TextureMask TextureKey : B616DC5AKey : C8BD1DEF
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REDStandard Tangent Space Normal MapREDSpecular PowerValueEffectValueEffect
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GREENStandard Tangent Space Normal MapGREENRoughnessDEFAULTDefault Mask Texture ModeOFFNo Specular Texture
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BLUEOpacityBLUEAmbient OcclusionCOMPATIBILITYUsed to enable Diffuse TextureMASKUse Mask sampler for Specular
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ALPHAUnusedALPHAUnusedSIMPLEUnknownDEFAULTUse Spec sampler for Specular
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Diffuse TextureSpecular TextureA7D2FF60Unknown
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REDStandard Color DataREDStandard Color Data
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GREENStandard Color DataGREENStandard Color DataFlow Map Mode? - Flow Texture
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BLUEStandard Color DataBLUEStandard Color DataKey : 40D1481E
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ALPHA???ALPHA???ValueEffect
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Index TextureFlow Texture337C6BC4Standard Value
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REDColorset Pair (0-16)RED???71ADA939Enable Flow Map?
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GREENColorset Even/Odd BlendingGREEN???
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BLUEUnusedBLUE???
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ALPHAUnusedALPHA???
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Model DataVertex Color Mode - Model Vertex ColorsDecal Mode - Model UV2 Layer
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Vertex Color 1Vertex Color 2Key : F52CCF05Key : D2777173
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REDSpecular MaskREDFaux-Wind InfluenceValueEffectValueEffect
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GREENRoughnessGREENFaux-Wind MultiplierMASKUse as MaskOFFNo Decals
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BLUEDiffuse MaskBLUE???COLORUse as Diffuse ColorCOLORUse as Color Decal Placement
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ALPHAOpacityALPHA???DFE74BACUnknownALPHAUse as Alpha Decal Placement
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UV Channel 1UV Channel 25CC605B5Unknown
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UVNormal UV ChannelUVDecal UV Channel (FC Crests, etc.)
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CharacterLegacy.shpk (Endwalker Gear & Monster Shader)
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Texture DataTexture Mode - Diffuse TextureSpecular Mode - Specular Texture
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Normal TextureMask TextureKey : B616DC5AKey : C8BD1DEF
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REDStandard Tangent Space Normal MapREDSpecular PowerValueEffectValueEffect
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GREENStandard Tangent Space Normal MapGREENGlossDEFAULTDefault Mask Texture ModeOFFNo Specular Texture
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BLUEOpacityBLUEAmbient OcclusionCOMPATIBILITYUsed to enable Diffuse TextureMASKUse Mask sampler for Specular
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ALPHAUnusedALPHAUnusedSIMPLEUnknownDEFAULTUse Spec sampler for Specular
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Diffuse TextureSpecular TextureA7D2FF60Unknown
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REDStandard Color DataREDStandard Color Data
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GREENStandard Color DataGREENStandard Color DataVertex Color Mode - Model Vertex ColorsDecal Mode - Model UV2 Layer
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BLUEStandard Color DataBLUEStandard Color DataKey : F52CCF05Key : D2777173
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ALPHAUnusedALPHAUnusedValueEffectValueEffect
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Index Texture--MASKUse as MaskOFFNo Decals
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REDColorset Pair (0-16)REDCOLORUse as Diffuse ColorCOLORUse as Color Decal Placement
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GREENColorset Even/Odd BlendingGREENDFE74BACUnknownALPHAUse as Alpha Decal Placement
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BLUE???BLUE5CC605B5Unknown
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ALPHA???ALPHA
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Model Data
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Vertex Color 1Vertex Color 2
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REDDiffuse MaskRED???
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GREENGlossGREEN???
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BLUESpecular MaskBLUE???
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ALPHAOpacityALPHA???
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UV Channel 1UV Channel 2
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UVNormal UV ChannelUVDecal UV Channel (FC Crests, etc.)
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Skin.shpk (Character Skin Shader)Skin Type - Normal Alpha Channel
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Texture DataKey : 380CAED0
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Normal TextureMask TextureValueEffect
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REDStandard Tangent Space Normal MapREDSpecular PowerPART_BODYUse as Wetness Mask* NOTE: When Skin influence and Hair influence are both set, skin influence wins out.
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GREENStandard Tangent Space Normal MapGREENRoughnessPART_FACEUse as Lip Mask
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BLUESkin Color InfluenceBLUESSS Thickness/Fur ParallaxPART_BODY_HROUse as Hair Mask *
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ALPHAWetness MaskALPHAHair Highlight Color Influence *EMISSIVEUse as Emissive Mask
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Diffuse Texture-- * Also enables Mask Alpha
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REDStandard Color DataRED
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GREENStandard Color DataGREENVertex Color Mode - Model Vertex ColorsDecal Mode - Model UV2 Layer
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BLUEStandard Color DataBLUEKey : F52CCF05Key : D2777173
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ALPHAOpacityALPHAValueEffectValueEffect
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----MASKUse as MaskOFFNo Decals
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REDREDCOLORUse as Diffuse ColorCOLORUse as Color Decal Placement
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GREENGREENDFE74BACUnknownALPHAUse as Alpha Decal Placement
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BLUEBLUE5CC605B5Unknown
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ALPHAALPHA
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Model DataTexture Mode - Normal Texture
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Vertex Color 1Vertex Color 2Key : B616DC5A
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REDMuscle Slider InfluenceREDUnused (?)ValueEffect
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GREENUnusedGREENUnused (?)DEFAULT??
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BLUE???BLUEUnused (?)COMPATIBILITYRestores EW Normal Map Use
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ALPHAShadow Casting On/OffALPHAUnused (?)SIMPLE??
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UV Channel 1UV Channel 2
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UVNormal UV ChannelUVDecal UV Channel (Legacy Mark)
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Hair.shpk (Hair Shader)
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Texture DataSub Color Map - Normal Blue Channel
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Normal TextureMask TextureKey : 24826489
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REDStandard Tangent Space Normal MapREDSpecular PowerValueEffect
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GREENStandard Tangent Space Normal MapGREENRoughnessFACEUse as Tattoo Color Influence
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BLUEHighlight Color InfluenceBLUESSS ThicknessHAIRUse as Hair Highlight Influence
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ALPHAOpacityALPHADiffuse Mask / Ambient Occlusion584265DDUnknown
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Diffuse Texture--
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REDStandard Color DataRED