EffectShader
An effect shader is a visual effect typically used for spells, enchantments, or other magic effects. In some cases, effect shaders are applied to variant creatures to make them look somewhat different than their relatives.
The shader can consist of two components, a Membrane Shader and a Particle 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.
- Blend Mode - enter the function for the source and destination pixels here.
- Zero - uses 0 as its pixel value
- One - uses 1 as its pixel value
- Source Alpha - RGB components of source pixel multiplied by alpha
- Source Inverted Alpha - RGB components of source pixel multiplied by 1 - alpha
- Source Color - Color of source pixel
- Source Inverse Color - Color of source pixel subtracted per component from white
- Dest Alpha - RGB components of destination pixel multiplied by alpha
- Dest Inverted Alpha - RGB components of destination pixel multiplied by 1 - alpha
- Dest Color - Color of destination pixel
- Dest Inverse Color - Color of destination pixel subtracted per component from white
- 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.
- Blend Operation - determines how the source and destination functions are combined
- The default setting (Src = Source Alpha, Dst = Source Inverted Alpha, Op = Add) should work for most shaders, as it resembles typical alpha blending.
- For brightening try this setting: Src = One, Dst = One, Op = Add
- For modulation (i.e. multiplying over the existing texture) try this: Src = Dest Color, Dst = Zero, Op = Add
- Z Test Funtion - 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.
The Fill/Texture Effect section determines the properties of the Fill color or texture.
All time values are in seconds
- Affect Skin Only - check this box to make the Membrane Shader only affect NPC's exposed skin. E.g. the effectSunDamage shader uses this.
- Alpha Fade In Time - the time the fill effect takes to reach its Full Alpha Ratio value.
- Full Alpha Time - the duration the fill effect stays at the Full Alpha Ratio.
- Alpha Fade Out Time - the time the fill effect takes to reach its Persistant Alpha Ratio.
- Full Alpha Ratio - the alpha amount of the fill effect. A value of 1 would be completely opaque.
- Persistent Alpha Ratio - the alpha amount of the persistent fill effect. The persistent effect will last for as long as the effect shader is active. For a persistent effect to be visible, the FX Persist flag should be checked on in the Magic Effects window.
- Alpha Pulse Amplitude - how noticable the "pulsing" of the shader is.
- Alpha Pulse Frequency - how often the shader is "pulsed". It may be easier to consider that the period of any given pulse would be 1 second divided by the frequency of the pulses.
- Texture Animation Speed - if a texture is selected, it can be animated across the U and V texture coordinates using these speed values.
- Color - the color of the fill effect if a texture is not selected.
- 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.
The Edge Effect is an effect that applies a kind of rim lighting to the mesh.
Refer to the Fill/Texture Effect section for the majority of the settings.
- Fall Off - This value represents the bias of the rim lighting. A higher value will cause the rim effect to fall off quicker, giving it a sharper outline.
- Inverse - Check this box to make the edge effect's blend mode inverted relative to the fill effect. For example, when using additive fill effect, checking this box will cause the edge effect to darken rather than lighten the mesh.
Holes
Holes are used to define a dissolve for the object the Effect Shader is on. These were used in Skyrim for when Actors dissolve when killed with Lightning. This is done by animating the alpha cut off on a grayscale image. This is often used in conjunction with a Fill/Texture Effect.
File: Select a .dds file to be used for this effect
Start Time: How long after applying the Effect Shader should the dissolve start.
End Time: How long after applying the Effect Shader should the dissolve end.
Start Val: The black value that is cut off at the start.
End Val: The black value that is cut off at the end.
Particle Shader
Use the Particle Shader section to create particles that will emit from the target object.
The method of particle alpha blending is determined by the Source and Dest Blend Modes. Refer to the Membrane Shader's usage of these combo boxes.
- Z Test Function - default is Normal. When set to Always Show, the particles will draw on top of all other meshes, making particles visible through walls. The Detect Life shader uses this effect.
- Particle Birth Ramp Up Time - the time for the particle to reach its Full Particle Birth Ratio
- Full Particle Birth Time - the duration that particles emit at the system's Full Particle Birth Ratio.
- Particle Birth Ramp Down - the time for the particle system to go from the Full Particle Birth Ratio to the Persistent Particle Birth Ratio.
- Full Particle Birth Ratio - the amount of particles that spawn. A value of 1 will cause the maximum amount of particles to spawn.
- Persistent Particle Birth Ratio - the amount of particles that during the persistent effect phase of the effect shader.
- Particle Lifetime - how long a particle will exist in the world. Adjust the +/- value to provide variability to this value.
- Initial Speed Along Normal - the initial speed assigned to a particle when it is spawned. The normal should be considered the mostly random direction that a particle is given when it is spawned. Thus, this value controls the explosiveness of the particle effect.
- Acceleration Along Normal - the amount of acceleration (or deceleration if negative values are used) applied to a particle.
- Initial Velocity XYZ - the amount of velocity applied to a particle in world coordinates. To make particles drift upwards, apply a positive velocity to the Z axis.
- Acceleration XYZ - the amount of acceleration applied to a particle in world coordinates. As an example, you can make a particle float back down after a time by making the absolute value of a negative Z acceleration greater than the initial velocity divided by the particle lifetime, or |-ZAcceleration| > ZVelocity / Particle Lifetime.
- Initial Rotation - the initial rotation assigned to a particle when it is spawned.
- Rotation Speed - how fast the particles will rotate after spawning.
For the following settings, the Time component is not in seconds, but is a 0 - 1 value that represents the percentage of the particle life.
- Scale Key 1 - the first value represents the scale of a particle, the Time value determines when that scale is reached. All particles are spawned with a scale of 0 and increase in size until they reach this scale.
- Scale Key 2 - second scale and time component of the particle.
- Texture - press the Edit button to determine what texture the particle will use. It will appear as a sprite.
Color Keys
- Color - the tint of the particle at that time
- Color Alpha - the alpha amount of the particle
- Color Key Time - the time that the color and alpha settings occur
Addon Models
Addon Models are Debris objects that are placed at an actor's joints when the Effect Shader is applied. This is most clearly seen in the ice chunks that appear on an actor hit by the Ice Form shout.
- File: The debris file used to pick .nif files from
- Fade In Time: The length of time needed to fade in the debris models when applied.
- Fade Out Time: The length of time needed to fade out the debris models when removed.
- Scale Start: The starting scale of the debris models when they first appear.
- Scale End: The ending scale of the debris models when they are fully attached.
- Scale In Time: The time it takes for the debris models to scale in (from Start Scale to End Scale).
- Scale Out Time: The time it takes for the debris models to scale out (from End Scale to Start Scale).