# FF14 Asset Reference Document # (Dawntrail) Shader Reference Table This page is a list of tables with explinations/annotations of how the New shaders in dawntrail work. Most of this page has been adapted from the Textools Reference Document by Sel. ##### This page is partially incomplete as we still do not fully understand every shader. shaders with entirely blank boxes are those that we know exist, but do not understand how they work. Any important notes or observations about these shaders will be notated below their shader tables in Red. --- ##### The following explains how each color/data channel is used in each shader. ##### Channels are listed by their Default Behavior whenever variable. ##### Channels listed in **Purple** are variable and affected by shader keys. These will be listed Below each main table for the shader, before any notes or annotations. ##### **S**ub**S**urface **S**cattering (SSS) and Fur Settings are controlled by the same channels/fields when applicable ##### *Please note that all textures making use of an alpha channel for non-transparency should be saved as either **.DDS** or **.TGA** when bringing it in/out of an art program. PNG frequently gets mishandled by programs and ends up "eating" the alpha channel or forcing it as transparency, which destroys the data used.* FFXIV uses the OpenGL format for Normal map direction (Y+ up if you are using a software with diffuse to normal generation capabilities)
Character.shpk (Gear & Monster Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Power
GREENStandard Tangent Space Normal MapGREENRoughness
BLUEOpacityBLUEAmbient Occlusion
ALPHAUnusedALPHAUnused
Diffuse TextureSpecular Texture
REDStandard Color DataREDStandard Color Data
GREENStandard Color DataGREENStandard Color Data
BLUEStandard Color DataBLUEStandard Color Data
ALPHA???ALPHA???
Index TextureFlow Texture
REDColorset Pair (0-16)RED???
GREENColorset Even/Odd BlendingGREEN???
BLUEUnusedBLUE???
ALPHAUnusedALPHA???
Model Data
Vertex Color 1Vertex Color 2
REDSpecular MaskREDFaux-Wind Influence
GREENRoughnessGREENFaux-Wind Multiplier
BLUEDiffuse MaskBLUE???
ALPHAOpacityALPHA???
UV Channel 1UV Channel 2
UVNormal UV ChannelUVDecal UV Channel (FC Crests, etc.)
Texture Mode - Diffuse Texture
Key : B616DC5A
ValueEffect
DEFAULTDefault Mask Texture Mode
COMPATIBILITYUsed to enable Diffuse Texture
SIMPLEUnknown
Flow Map Mode? - Flow Texture
Key : 40D1481E
ValueEffect
337C6BC4Standard Value
71ADA939Enable Flow Map?
Specular Mode - Specular Texture
Key : C8BD1DEF
ValueEffect
OFFNo Specular Texture
MASKUse Mask sampler for Specular
DEFAULTUse Spec sampler for Specular
A7D2FF60Unknown
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
ValueEffect
MASKUse as Mask
COLORUse as Diffuse Color
DFE74BACUnknown
5CC605B5Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
ValueEffect
OFFNo Decals
COLORUse as Color Decal Placement
ALPHAUse as Alpha Decal Placement
This is the standard shader used for most things you would mod (gear, minions, mounts, weapons) that are not options tied to the CHaracter creator. This shader will probbaly be the one you look at most often. There are a few other things that this shader can do based on keys, and I will explain them below. This shader can make use of a field named "Effect ID". There appear to be 5 total shader effects, and number 3 Is what's used for a holographic/iridescent effect seen on some new gear. In order to utilize these effects, you must also set a value for "Effect Opacity". 0 means there will be no effect, 1 is full effect, and over 1 appears to be multiplicative. This effect is only possible on gear with the new Character shader, and not Character Legacy (the endwalker compatability version of this shader). Number 1 seems to apply a "clear vinyl overlayer" effect
CharacterLegacy.shpk (Endwalker Gear & Monster Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Power
GREENStandard Tangent Space Normal MapGREENGloss
BLUEOpacityBLUEAmbient Occlusion
ALPHAUnusedALPHAUnused
Diffuse TextureSpecular Texture
REDStandard Color DataREDStandard Color Data
GREENStandard Color DataGREENStandard Color Data
BLUEStandard Color DataBLUEStandard Color Data
ALPHAUnusedALPHAUnused
Index Texture--
REDColorset Pair (0-16)RED
GREENColorset Even/Odd BlendingGREEN
BLUE???BLUE
ALPHA???ALPHA
Model Data
Vertex Color 1Vertex Color 2
REDDiffuse MaskRED???
GREENGlossGREEN???
BLUESpecular MaskBLUE???
ALPHAOpacityALPHA???
UV Channel 1UV Channel 2
UVNormal UV ChannelUVDecal UV Channel (FC Crests, etc.)
Texture Mode - Diffuse Texture
Key : B616DC5A
ValueEffect
DEFAULTDefault Mask Texture Mode
COMPATIBILITYUsed to enable Diffuse Texture
SIMPLEUnknown
Specular Mode - Specular Texture
Key : C8BD1DEF
ValueEffect
OFFNo Specular Texture
MASKUse Mask sampler for Specular
DEFAULTUse Spec sampler for Specular
A7D2FF60Unknown
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
ValueEffect
MASKUse as Mask
COLORUse as Diffuse Color
DFE74BACUnknown
5CC605B5Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
ValueEffect
OFFNo Decals
COLORUse as Color Decal Placement
ALPHAUse as Alpha Decal Placement
This is the Character Legacy shader. It is a port of the old endwalker shader for compatability with old assets that have not been updated by Square Enix. It is Not reccommended to continue creating anything for this shader, as it is not able to do all the things that the new Character shader can. Most Assets will still be using this shader unless updated by Square Enix or a modder. This shader is to our knowledge, not capable of handling some of the extra shader effects that the new Character shader can.
Skin.shpk (Character Skin Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Power
GREENStandard Tangent Space Normal MapGREENRoughness
BLUESkin Color InfluenceBLUESSS Thickness/Fur Parallax
ALPHAWetness MaskALPHAHair Highlight Color Influence \*
Diffuse Texture--
REDStandard Color DataRED
GREENStandard Color DataGREEN
BLUEStandard Color DataBLUE
ALPHAOpacityALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
REDMuscle Slider InfluenceREDUnused (?)
GREENUnusedGREENUnused (?)
BLUE???BLUEUnused (?)
ALPHAShadow Castin On/Off ALPHAUnused (?)
UV Channel 1UV Channel 2
UVNormal UV ChannelUVDecal UV Channel (Legacy Mark)
Skin Type - Normal Alpha Channel
Key : 380CAED0
ValueEffect
BODYUse as Wetness Mask
FACEUse as Lip Mask
HROUse as Hair Mask \*
EMISSIVE Use as Emissive mask
\* Also enables Mask Alpha
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
ValueEffect
MASKUse as Mask
COLORUse as Diffuse Color
DFE74BACUnknown
5CC605B5Unknown
Texture Mode - Normal Texture
Key : B616DC5A
ValueEffect
DEFAULT??
COMPATIBILITYRestores EW Normal Map Use
SIMPLE??
Decal Mode - Model UV2 Layer
Key : D2777173
ValueEffect
OFFNo Decals
COLORUse as Color Decal Placement
ALPHAUse as Alpha Decal Placement
This is the Shader used for Body skin, Faces, and Hrothgar Skin with Fur. - As a note, When both Skin influence and Hair influence are set, Skin influence wins out. When working with this shader for body mods, Keep in mind that as of writing this, Body mods on the Female base (bibo, tf gen 3, etc) use skin type Body/standard skin. However, Male body mods (TBSE) Use the Hrothgar shader key for skin to allow for body hair that changes with head hair color. As such, authoring of maps for these two may differ slightly. When using/authoring skin using the Hrothgar version of the skin shader, pay special attention to the alpha and blue channels as they are interconnected. The blue channel will be both skin color influence (depigmentation) AND Hair color selection at the same time, with the alpha determining which of the two effects are used in what spot. Portions of the blue channel that are not pure white with a BLACK alpha become depigmentation while the areas with a WHITE alpha become hair color influence. You can create a faux metallic effect on skin by confusing the Subsurface shader (though be careful). To do this, set the blue channel of the mask to a value close to 255. this creates an effect that is both metallic and subsurface at the same time. This has not been tested on the Hrothgar version of this shader. While skin has an opacity mask, This can not be used to create a semitransparent body part, as the opacity has a "clamp" on it's values, effectively turning it from a scaled value into a yes/no. More research is needed to see if this can be changed. As emissive is a shader key on the same level as hrothgar (body hair on skin) you cannot use both emissive and dyeable body hair on skin at the same time using vanilla shaders. this is non-negotiable.
Hair.shpk (Hair Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Power
GREENStandard Tangent Space Normal MapGREENRoughness
BLUEHighlight Color InfluenceBLUESSS Thickness
ALPHAOpacityALPHADiffuse Mask / Ambient Occlusion
Diffuse Texture--
REDStandard Color DataRED
GREENStandard Color DataGREEN
BLUEStandard Color DataBLUE
ALPHAOpacityALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
RED???REDFaux-Wind Influence + Anistropy
GREEN???GREENFaux-Wind Multiplier
BLUE???BLUE???
ALPHAShadow Casting On/OffALPHA???
UV Channel 1UV Channel 2
UVNormal UV ChannelUVOpacity Mapping for Miqo'te?
Sub Color Map - Normal Blue Channel
Key : 24826489
ValueEffect
FACEUse as Tattoo Color Influence
HAIRUse as Hair Highlight Influence
584265DDUnknown
This is the hair Shader. Many things have changed and unlike character, there is no legacy version of this shader. All old hair mods must be converted to use the channels described in this section. Hair is also used for Miqo'te tails. At this time, the shader does not seem to be responsive to whatever value appearance plugins and tools such as Anamnesis, Glamourer, and Ktisis used to use for their "hair glow" parameter. This indicates something was shuffled around, but we are currently unsure as to what.
Iris.shpk (Eye Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDEmissive Mask
GREENStandard Tangent Space Normal MapGREENReflection Mask/Cubemap Intensity
BLUEUnusedBLUEIris Mask
ALPHAUnusedALPHAUnused
Diffuse Texture--
REDStandard Color DataRED
GREENStandard Color DataGREEN
BLUEStandard Color DataBLUE
ALPHAUnusedALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
REDLeft Eye color influence (odd eyes)REDUnused (?)
GREENRight eye color influence (odd eyes)GREENUnused (?)
BLUE BLUEUnused (?)
ALPHA ALPHAUnused (?)
UV Channel 1UV Channel 2
UVNormal UV ChannelUVUnused (?)
63030C80 - Unknown Effect
Key : 63030C80
ValueEffect
EFDEA8F6Unknown
This is the iris, or new eye shader. There is no legacy version of this shader that can be used on players, so ALL eye mods must be thrown through a converter such as Loose Texture Compiler or Textools' Eye saver. This is non-negotiable. The new iris shader allows for Sclera and Iris to be on the same map, allowing for some interesting effects A large thing to note compared to old eye mods is that the catchlight is no longer an editable texture, and is now permanently part of the shader. All catchlight mods or edits can no longer be used. If you want to create a fake catchlight, you can draw this onto the diffuse, but it will be static and not move around. This is not fixable, and we do not currently know if catchlight will ever be editable, even using shader parameters. Likewise, Au Ra limbal rings are also part of a shader now, and no longer part of a texture. Any mods that altered the Au Ra limbals must be scrapped. While shape cannot be changed, there is a shader constant that allows them to be turned on and off, and this is availible for all eyes, not just au ra. The parameters to change are
7DABA471- g\_IrisRingEmissive 0-1 (au ra at 0.8)
58DE06E2-Limbal Color Red (0-1) Green (0-1) Blue (0-1)
Furthermore, Sclera can either be changed by drawing on the diffuse, OR by changing shader constant 11C90091-g\_ White Eyes Color. the 3 values are RGB going from 0-1 in each box. Emissive is now included in the eye shader for ALL eyes, but in order to activate it, you need to mask out where you want glow on the mask RED channel, AND turn the shader constant 3BA64362-g\_Emissive color on by changing the 3 values to not 0. the three editable boxes are RGB values that you may choose, that go from 0-1. emissive strangth is not known how or if it can be edited. Finally, due to the eyeball now being a diffuse texture, it is possible to get multicolored eyes without having to sacrifice heterochromia. This both makes them more compatible with a variety of heads, and allows for more than 2 colors. because FF14 overlays the eye color closest to the layer style Multiply, it is best to check how colors will interact by simulating in an art program. You can either draw with color on the iris portion of the diffuse, and then allow eye color influence to change those colors, or draw with color on the diffuse, and then mask off the same areas/gradients on the Mask Blue channel, to stop those portions from changing with your eye color. This is an example of simulating how placing colors on the diffuse and then allowing the game to put color on top can change the colors. This is a simulation in an art program, but it's enough to show what the effect will do when you do not mask out the colored parts on the multi. [![image.png](https://xivmodding.com/uploads/images/gallery/2024-07/scaled-1680-/1HCOgcAh7kHth8BV-image.png)](https://xivmodding.com/uploads/images/gallery/2024-07/1HCOgcAh7kHth8BV-image.png)
CharacterTattoo.shpk (Face Tattoos Shader)
Texture Data
Normal Texture--
REDStandard Tangent Space Normal MapRED
GREENStandard Tangent Space Normal MapGREEN
BLUEMole or Tattoo Color InfluenceBLUE
ALPHAOpacityALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
RED???RED
GREEN???GREEN
BLUE???BLUE
ALPHA???ALPHA
UV Channel 1UV Channel 2
UVNormal UV ChannelUV???
Sub Color Map - Normal Blue Channel
Key : 24826489
ValueEffect
FACEUse as Tattoo Color Influence
HAIRUse as Hair Highlight Influence
584265DDUnknown
Decal Mode - Model UV2 Layer
Key : D2777173
ValueEffect
OFFNo Decals
COLORUse as Color Decal Placement
ALPHAUse as Alpha Decal Placement
There isn't much to edit about this shader, but it is important to keep in mind, as Facial ETC textures have multiple materials that all point to the same textures, but have different shader keys and parameters. Before changing any, please check this table, or make the texture path for the specific one you want to change unique.
CharacterStocking.shpk (Stocking/Translucent Cloth)
Texture Data
Normal Texture--
RED???RED???
GREEN???GREEN???
BLUE???BLUE???
ALPHA???ALPHA???
----
RED???RED???
GREEN???GREEN???
BLUE???BLUE???
ALPHA???ALPHA???
----
RED???RED???
GREEN???GREEN???
BLUE???BLUE???
ALPHA???ALPHA???
Model Data
Vertex Color 1Vertex Color 2
RED???RED???
GREEN???GREEN???
BLUE???BLUE???
ALPHA???ALPHA???
UV Channel 1UV Channel 2
UVNormal UVUVDecal UV
UV Channel 3
UVSkin UV
We currently know next to nothing about this shader. It is currently only used on one NPC model. The only information we know is that it seems to allow for a single mesh to act transparent with skin underneath, and uses UV3 to copy from the base skin texture(currently understood to be material A of the skin). We do not fully know how it works though and it is very under researched. This table will be edited when more information on it's channels and useage is known.
CharacterOcclusion.shpk (Eye Occlusion Shader)
Texture Data
Normal Texture--
RED???RED
GREEN???GREEN
BLUE???BLUE
ALPHA???ALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
REDStandard Tangent Space Normal MapREDUnused (?)
GREENStandard Tangent Space Normal MapGREENUnused (?)
BLUE???BLUEUnused (?)
ALPHAUnusedALPHAUnused (?)
UV Channel 1UV Channel 2
UVNormal UV ChannelUV???
Sub Color Map - Normal Blue Channel
Key : 24826489
ValueEffect
FACEUse as Tattoo Color Influence
HAIRUse as Hair Highlight Influence
584265DDUnknown
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
ValueEffect
MASKUse as Mask
COLORUse as Diffuse Color
DFE74BACUnknown
5CC605B5Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
ValueEffect
OFFNo Decals
COLORUse as Color Decal Placement
ALPHAUse as Alpha Decal Placement
There isn't much to say about this shader.
CharacterGlass.shpk (Glass Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Power
GREENStandard Tangent Space Normal MapGREENRoughness
BLUEOpacityBLUEAmbient Occlusion
ALPHAUnusedALPHAUnused
Index Texture--
REDColorset Pair (0-16)RED
GREENColorset Even/Odd BlendingGREEN
BLUE???BLUE
ALPHA???ALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
REDSpecular MaskREDFaux-Wind Influence
GREENRoughnessGREENFaux-Wind Multiplier
BLUEDiffuse MaskBLUE???
ALPHAOpacityALPHA???
UV Channel 1UV Channel 2
UVNormal UV ChannelUVDecal UV Channel (FC Crests, etc.)
Texture Mode - Diffuse Texture
Key : B616DC5A
ValueEffect
DEFAULTDefault Mask Texture Mode
COMPATIBILITYUsed to enable Diffuse Texture
SIMPLEUnknown
Specular Mode - Specular Texture
Key : C8BD1DEF
ValueEffect
OFFNo Specular Texture
MASKUse Mask sampler for Specular
DEFAULTUse Spec sampler for Specular
A7D2FF60Unknown
Flow Map Mode? - Flow Texture
Key : 40D1481E
ValueEffect
337C6BC4Standard Value
71ADA939Enable Flow Map?
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
ValueEffect
MASKUse as Mask
COLORUse as Diffuse Color
DFE74BACUnknown
5CC605B5Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
ValueEffect
OFFNo Decals
COLORUse as Color Decal Placement
ALPHAUse as Alpha Decal Placement
This shader is still very under researched. We have a general idea of how it works, but not enough for any automatic texture conversions to look good. If you have any observations or are willing to research it, please let us know.
Bg.shpk (Furniture Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Mask A?
GREENStandard Tangent Space Normal MapGREENRoughness
BLUE???BLUESpecular Mask B?
ALPHA???ALPHA???
Diffuse Texture--
REDStandard Color DataRED
GREENStandard Color DataGREEN
BLUEStandard Color DataBLUE
ALPHAUnusedALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
RED???REDUnused (?)
GREEN???GREENUnused (?)
BLUE???BLUEUnused (?)
ALPHA???ALPHAUnused (?)
UV Channel 1UV Channel 2
UVNormal UV ChannelUV???
BG Use DiffuseAlpha - Diffuse Alpha
Key : A9A3EE25
ValueEffect
72AAA9AEUse as Opacity
BG Vertex Paint - Vertex Color
Key : 4F4F0636
ValueEffect
BD94649AUse as Diffuse Color
Multiple - Unknown Effect
Key : Multiple
ValueEffect
At least ~9 Additional keys of unknown effect
Texture Mode - Diffuse Texture
Key : B616DC5A
ValueEffect
DEFAULTUnknown
COMPATIBILITYUnknown
SIMPLEUnknown
1DF2985CUnknown
941820BEUnknown
07D3170FUnknown
This shader is not fully understood.
BgColorChange.shpk (Dyeable Furniture Shader)
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Mask A?
GREENStandard Tangent Space Normal MapGREENRoughness
BLUE???BLUESpecular Mask B?
ALPHAOpacityALPHA???
Diffuse Texture--
REDStandard Color DataRED
GREENStandard Color DataGREEN
BLUEStandard Color DataBLUE
ALPHADyeability MaskALPHA
----
RED RED
GREEN GREEN
BLUE BLUE
ALPHA ALPHA
Model Data
Vertex Color 1Vertex Color 2
RED???REDUnused (?)
GREEN???GREENUnused (?)
BLUE???BLUEUnused (?)
ALPHA???ALPHAUnused (?)
UV Channel 1UV Channel 2
UVNormal UV ChannelUV???
BG Use DiffuseAlpha - Diffuse Alpha
Key : A9A3EE25
ValueEffect
72AAA9AEUse as Opacity (?)
BG Vertex Paint - Vertex Color
Key : 4F4F0636
ValueEffect
BD94649AUse as Diffuse Color
This shader is not fully understood. # Attribute Reference Tables This page is based off the "attribute reference table) in the textools reference doc by sel. This information has not been validated to have been changed in dawntrail, so while nothing on here whould have changed, it is possible that some information is outdated or missing. ##### Mesh parts in FF14 have many types of Attributes, and these determine when and what parts of a mesh should be hidden. ##### Every Mesh part (X.0, X.1, etc) Has it's own list of attributes that will change what is and is not hidden when the correct metadata is combined with it. for example a mesh part with the upper arm attribute will be hidden if the item is paired with long gloves. This is especially important when replacing the mesh parts of one model with another's, or when you are making/altering a mesh that needs to hide certain parts. If the mesh part numbers are different, then unwanted parts may hide when something is equipped. If you ever have a mod where something goes invisible when another gear piece is worn (usually long gloves) then that means that an attribute was incorrectly placed on a mesh part. likewise, if a part of the mesh does not hide when the corresponding piece is worn (like long gloves) then that means that mesh part does not have the attribute set. Some gear uses special "Variant Attributes" such as atr\_tv\_a. these attributes are special as they are not decided by what other gear you have on, but rather are decided by what item *variant* you have equipped. What variants hide/show what items is determined by thier IMC values, which can be found in the metadata editing tabs of your chosen mod editor. Variant attributes go from a to j (so atr\_xv\_b for example) with a total of 10 possible variant attributes per item, at the time of writing this. Other variant attributes may exist for other model types, but most other model types do not have IMC files, so they will not be gone over here.
Hats / Headgear (met)
atr\_mv\_xHead Variant Parts
atr\_inrGorget
Gloves (glv)
atr\_gv\_xGlove Variant Parts
atr\_armGlove
Hair (hir)
atr\_hv\_xHair Variant Parts
atr\_kamScalp
Unusual/Strange
atr\_hairAu Ra F Faces Only
atr\_staMiqo'te Hair Only
Common / Misc
atr\_lodExcess Detail
atr\_tlhNon-Tail Races Only
atr\_tlsTail Races Only
atr\_topMiqo'te Ears
Body (top)
atr\_tv\_xBody Variant Parts
atr\_hijWrist
atr\_nekNeck
atr\_udeElbow
Legs (dwn)
atr\_dv\_xLeg Variant Parts
atr\_hizKnee
atr\_kodWaist
atr\_sneShin
Accessories
atr\_ev\_xEarring (ear) Variant Parts
atr\_nv\_xNecklace (nek) Variant Parts
atr\_wv\_xBracelets (wrs) Variant Parts
atr\_rv\_xRing (rir/ril) Variant Parts
Connector Attributes
atr\_cn\_neckNeck Connector
atr\_cn\_wristWrist Connector
atr\_cn\_ankleAnkle Connector
atr\_cn\_waistWaist Connector
Face (fac)
atr\_fv\_xFace Variant Parts (Char Select)
atr\_higFacial Hair
atr\_hrnHorns
atr\_kaoFace
atr\_mimEars
Weapons
atr\_bv\_xOther Variant Parts
atr\_parts\_xWeapon Specific Parts
atr\_arrowArrow
atr\_ar1-3Arrow in Quiver
atr\_attachGauss Barrel
Shoes (sho)
atr\_sv\_xShoe Variant Parts
atr\_legBoot
atr\_lpdKnee Pad
Monsters & Demihumans
atr\_bv\_xOther Variant Parts
atr\_parts\_xMonster Specific Parts
Extremely Rare / Unknown
atr\_showhideUsed on 2 Weapon Models
atr\_bltUsed on 3 Body Models
atr\_eye\_a NPC head setting?
Unlisted model types have no unique attributes. Ex: Tail (til) and Ear (zir) # Shapes Reference Table This page was adapted from the Textools Reference doc by Sel. This information has not been updated or re-researched since pre-dawntrail, so some information may be missing or outdated. ##### It is assumed that a shape can be created for any otherwise unlisted attribute and will be triggered if the attribute associated with it is hidden, however this has not yet been tested.
Shape NameTrigger ConditionsNotes
Body Gear (top)
shp\_nekatr\_nek HiddenHide conditions dependent upon head gear.
shp\_katLong-Glove Equipped
Only one of these will be triggered at once, the others will have their associated attribute hidden.
shp\_udeMid-Glove Equipped
shp\_hijShort-Glove Equipped
Leg Gear (dwn)
shp\_kosatr\_kos HiddenHide conditions dependent upon body gear.
shp\_momLong-Boot Equipped
Only one of these will be triggered at once, the others will have their associated attribute hidden.
shp\_hizMid-Boot Equipped
shp\_sneShort-Boot Equipped
Hand Gear (glv)
shp\_glvatr\_glv HiddenHide conditions dependent upon body gear.
Foot Gear (sho)
shp\_lpdatr\_lpd HiddenHide conditions dependent upon body gear.
shp\_legatr\_leg HiddenHide conditions dependent upon body gear.
Faces (fac)
shp\_brw\_xCharacter Creation SettingsEyebrow Selection. \_a is the SECOND option.
shp\_chk\_xCharacter Creation SettingsJaw Selection. \_a is the SECOND option.
shp\_etc\_xCharacter Creation SettingsTattoo/etc. Selection. \_a is the SECOND option.
shp\_eye\_xCharacter Creation SettingsEye Shape Selection. \_a is the SECOND option.
shp\_mth\_xCharacter Creation SettingsMouth Selection. \_a is the SECOND option.
atr\_iris\_xCharacter Creation SettingsIris Size Selection. \_a is the SECOND option.
Hair (hir)
shp\_hibHat Equipped
shp\_hic??????
Weapons
shp\_bv\_ashp\_bv\_a hidden(?)IMC Variant Shape?
shp\_metHeadgear hidden(?)???
Monsters
shp\_hib??????
Demihumans
shp\_hiz??????
shp\_kos??????
shp\_mom??????
shp\_mv\_a??????
shp\_mv\_b??????
# Visibility Reference Tables This page is an adaptation of the Textools Reference document by Sel. This data has not been tested since the release of dawntrail, so some information may be missing/outdated.
Key:Flag that should always be set if the gear exists.
Flag that shows/hides an entire gear slot.
Flag that shows/hides an Attribute (and associated Shape)
Flag that is unused or has unknown purpose
**Visibility Flag** **Controlling Slot** **Attribute** **Shape** **Notes**
Byte 0 **EnableBodyFlags** Body (top) -- -- Must be enabled for the rest of the body flags to work correctly.
**BodyHideWaist** Body (top) atr\_kod shp\_kod, shp\_kos(?)
Bit2 Body (top) ??? ???
**BodyHideShortGloves** Body (top) atr\_arm atr\_arm Has something to do with glove settings based on the type of glove equipped.
BodyGloveUnknown2 Body (top) ??? ???
**BodyHideMidGloves** Body (top) atr\_arm shp\_arm Ex. HideLongGloves will only hide atr\_arm on long gloves.
**BodyHideLongGloves** Body (top) atr\_arm shp\_arm But not on Mid Gloves.
**BodyHideGorget** Body (top) atr\_inr shp\_inr
Byte 1 **BodyShowLeg** Body (top) -- -- When body gear hides other slots, the visibility parameters from *that slot in the same set as the body gear*
**BodyShowHand** Body (top) -- -- is used for determining down-stream visibility settings. (Ex. Should Shoes be shown/hidden)
**BodyShowHead** Body (top) -- --
**BodyShowNecklace** Body (top) -- -- If *either* of equipped body or head gear hides necklace, it will be hidden.
**BodyShowBracelet** Body (top) -- -- If *either* of equipped body or glove gear hides bracelet, it will be hidden.
**BodyShowTail** Body (top) -- -- If *either* of equipped body or leg gear hides tail, it will be hidden.
BodyTriggersomeShapeData Body (top) ??? ???
Bit15 Body (top) ??? ???
Byte 2 **EnableLegFlags** Leg (dwn) -- -- Must be enabled for the rest of the leg flags to work correctly.
**LegHideKneePads** Leg (dwn) atr\_lpd shp\_lpd
**LegHideShortBoot** Leg (dwn) atr\_leg shp\_leg Like gloves, the atr\_leg triggers are dependent upon the equipped boot's visibility settings. (Long boots cannot be hidden)
**LegHideHalfBoot** Leg (dwn) atr\_leg shp\_leg
LegBootUnknown Leg (dwn) ??? ??? Something to do with interactions with half-boots.
**LegShowFoot** Leg (dwn) -- --
**LegShowTail** Leg (dwn) ??? ??? If *either* of equipped body or leg gear hides tail, it will be hidden.
Bit23 Leg (dwn) ??? ???
Byte 3 **EnableHandFlags** Gloves (glv) -- -- Must be enabled for the rest of the hand flags to work correctly.
**HandHideElbow** Gloves (glv) atr\_ude shp\_ude, shp\_hij, shp\_kat When Elbow is set without forearm the glove is marked as a short glove (which will trigger shp\_hij). Exact selection of which Shapes are triggered is based on the combination of flags. (Mid glove triggers ude, Long triggers kat)
**HandHideForearm** Gloves (glv) atr\_hij shp\_ude, shp\_hij, shp\_kat
Bit27 Gloves (glv) ??? ???
**HandShowBracelet** Gloves (glv) -- -- If *either* of equipped body or glove gear hides bracelet, it will be hidden.
**HandShowRingL** Gloves (glv) -- --
**HandShowRingR** Gloves (glv) -- --
Bit31 Gloves (glv) ??? ???
Byte 4 **EnableFootFlags** Shoes (sho) -- -- Must be enabled for the rest of the foot flags to work correctly.
**FootHideKnee** Shoes (sho) atr\_hiz shp\_hiz, shp\_sne, shp\_mom When Knee is set without Calf, item is marked as a short boot (Which will hide shp\_sne). Exact shapes triggered depends on the combination of the flags. (mid boot triggers hiz, long triggers mom)
**FootHideCalf** Shoes (sho) atr\_sne shp\_hiz, shp\_sne, shp\_mom
**FootHideAnkle** Shoes (sho) ??? ???
Bit36 Shoes (sho) -- -- Unused
Bit37 Shoes (sho) -- -- Unused
Bit38 Shoes (sho) -- -- Unused
Bit39 Shoes (sho) -- -- Unused
Byte 5 **EnableHeadFlags** Head (met) -- -- Must be enabled for the rest of the head flags to work correctly.
**HeadHideScalp** Head (met) atr\_kam shp\_kam When set alone, hides scalp. When set with HideHair, hides *everything*.
**HeadHideHair** Head (met) -- -- When set alone, hides hair. When set with HideScalp, hides *everything*.
**HeadShowHairOverride** Head (met) -- -- When set, shows hair, regardless of the previous two flags.
**HeadHideNeck** Head (met) atr\_nek shp\_nek
**HeadShowNecklace** Head (met) -- -- If *either* of equipped body or head gear hides necklace, it will be hidden.
Bit46 Head (met) ??? ???
**HeadShowEarrings** Head (met) -- -- Full earring toggle cannot be disabled without also disabling hair (HeadHideHair)
Byte 6 **HeadShowEarringsHuman** Head (met) -- -- Everything not Au Ra (?)
**HeadShowEarringsAura** Head (met) -- -- Au Ra Only (?)
**HeadShowEarHuman** Head (met) atr\_mim atr\_mim Hyur/Elezen/Lalafell
**HeadShowEarMiqo** Head (met) atr\_top shp\_top Miqo/Hrothgar
**HeadShowEarAura** Head (met) atr\_hrn shp\_hrn Au Ra (Horns)
**HeadShowEarViera** Head (met) -- -- Viera
HeadUnknownHelmet1 Head (met) ??? ??? These flags are usually set in place of ShowEarrings\[Race\] flags on helmet gear.
HeadUnknownHelmet2 Head (met) ??? ??? Their purpose is currently unknown, but presumably triggers some shape data.
Byte 7 **HeadShowHrothgarHat** Head (met) -- -- Allows Hrothgar hats to be shown
**HeadShowVieraHat** Head (met) -- -- Allows Viera hats to be shown
Bit58 Head (met) -- -- Unused
Bit59 Head (met) -- -- Unused
Bit60 Head (met) -- -- Unused
Bit61 Head (met) -- -- Unused
Bit62 Head (met) -- -- Unused
Bit63 Head (met) -- -- Unused
# (Dawntrail) Colorset Values reference table This page has been adapted from the same from the Textools Reference Doc made by Sel. ##### Dawntrail colorsets now use an Index Texture/ID map and use TWO channels to complete thier blending. Index red is similar to Endwalker Normal Alpha in that it is divided into 16 blocks; However it cannot be blended. ##### Instead for Dawntrail each block comes as a pair of rows that can be blended and this blend is controlled by the index Green channel. A pure white value will blend to A and a pure black value will blend to B
Colorset Reference Table - Index Red
When working with these channels, your Greyscale Color space should be set to sGrey. (Ctrl-Shift-K in Photoshop for color space settings)
Row Pair #Greyscale %Photoshop Greyscale %sGrey ValueHex ValueColor
Row Pair 10.00100.000\#000000
Row Pair 26.6793.3317\#111111
Row Pair 313.3386.6734\#222222
Row Pair 420.0080.0051\#333333
Row Pair 526.6773.3368\#444444
Row Pair 633.3366.6785\#555555
Row Pair 740.0060.00102\#666666
Row Pair 846.6753.33119\#777777
Row Pair 953.3346.67136\#888888
Row Pair 1060.0040.00153\#999999
Row Pair 1166.6733.33170\#AAAAAA
Row Pair 1273.3326.67187\#BBBBBB
Row Pair 1380.0020.00204\#CCCCCC
Row Pair 1486.6713.33221\#DDDDDD
Row Pair 1593.336.67238\#EEEEEE
Row Pair 16100.000.00255\#FFFFFF
Photoshop uses Black as "100%" and White as "0%" for some reason, ergo the percentages are reversed for Photoshop.
for both Red and Green values-
ID Red values (hex):ID Green Values:"Final" Values:
Pair 1
\#00
Row A \#FF\#00FF00
Row B \#00\#000000
Pair 2
\#11
Row A \#FF\#11FF00
Row B \#00\#110000
Pair 3
\#22
Row A \#FF\#22FF00
Row B \#00\#220000
Pair 4
\#33
Row A \#FF\#33FF00
Row B \#00\#330000
Pair 5
\#44
Row A \#FF\#44FF00
Row B \#00\#440000
Pair 6
\#55
Row A \#FF\#55FF00
Row B \#00\#550000
Pair 7
\#66
Row A \#FF\#66FF00
Row B \#00\#660000
Pair 8
\#77
Row A \#FF\#77FF00
Row B \#00\#770000
Pair 9
\#88
Row A \#FF\#88FF00
Row B \#00\#880000
Pair 10
\#99
Row A \#FF\#99FF00
Row B \#00\#990000
Pair 11
\#AA
Row A \#FF\#AAFF00
Row B \#00\#AA0000
Pair 12
\#BB
Row A \#FF\#BBFF00
Row B \#00\#BB0000
Pair 13
\#CC
Row A \#FF\#CCFF00
Row B \#00\#CC0000
Pair 14
\#DD
Row A \#FF\#DDFF00
Row B \#00\#DD0000
Pair 15
\#EE
Row A \#FF\#EEFF00
Row B \#00\#EE0000
Pair 16
\#FF
Row A \#FF\#FFFF00
Row B \#00\#FF0000
These more specific values were found in the Penumbra server, posted by Ramen. the color swatches from the above table are still correct if you want to color pick instead of typing hex codes, as they matched the color swatches that were originally combined with this data (as tested and color picked in CSP). the values in this chart account for mathematical rounding of the values by other programs.
There are more observations from other modders on this that I will add later. # Dye templates and Tile References This page was made as an adaptation of the same in the Textools Reference doc created by sel. This has not been updated for dawntrail, so some information may be outdated or missing. ##### As of dawntrail, it is now possible to have two dye channels. in order to select and set between the two, you must go to the colorset editing window, and on the row you wish to be connected to the dye channel, select either Channel 1 or Channel 2. there are technically up to 4 channels in the data, but 3 and 4 are unused and cannot be manipulated in game. [![image.png](https://xivmodding.com/uploads/images/gallery/2024-07/scaled-1680-/PqavMRwe6YcHwp3b-image.png)](https://xivmodding.com/uploads/images/gallery/2024-07/PqavMRwe6YcHwp3b-image.png) ##### There are currently 41 different dye templates in FF14. These templates control how dyes via the in game dye system or anamnesis/ktisis/brio/glamourer/etc affect a colorset row. ##### Other than selecting a template, you can also select which fields it should effect when dyed such as Diffuse color, Spec color, Emissive color, Gloss, and Spec power. Not all templates contain data for all of the above fields. Furthermore, emissive color can only be dyed using templates #510-522. A general rule of thumb is as follows: - (#)#00- dyes "default" - (#)#01- dyes "darker" - (#)#02- dyes "lighter" - (#)#2#- dyes black (220, 420, 221, 421) Dyed gloss values increase as you go up the 100s bracket from ~1 to ~24 Special templates other than black are: - Silver- 540 - Gold-550 These templates (and black) will always dye the same color no matter what dye is used. --- #### Tile materials In addition to basic colors per row, a sub material known as a tile material may be used for microdetail such as linen or leather. ff14 has 64 possible tile materials defined, though only half actually work. The tile material is a 32x32 px normal map and diffuse map which is mapped onto the UV1 layer of the material. the tile material is also repeated (tiled) a specified amount of times along each axis and can be further skewed to rotate or change the tiling as desired. The grid version of the tiles and texture paths for them will be updated when found for dawntrail. # Racial Scaling tree (wip, outdated) this does not include viera male or hrothgar female and must be remade. will update later, here's the old one. [![image.png](https://xivmodding.com/uploads/images/gallery/2024-07/scaled-1680-/YNwUMWpMVV3QrE8G-image.png)](https://xivmodding.com/uploads/images/gallery/2024-07/YNwUMWpMVV3QrE8G-image.png) # Bone list and Bone Scaling notes. this has been adapted from the textools reference doc page of the same title, created by sel. this has not been fully updated for dawntrail, and some information IS missing or outdated. I will correct when I can. ##### As a note. this list is based off the old bone list. Dawntrail completely redid the entire face skeletons, but there is not a complete list of them yet, so they will be added later. do not use this list for facial bones. Furthermore this is a list of *Vanilla* bones. any extra bones added by a mod such as IVCS or skelomae will not be in this list, and cannot be manipulated or used unless said mod is installed and set up properly. Bones with <a-e> are multiple bones in sequence, such as sebo (spine) bones. Bones with <l/r> are left and right bones such as leg bones. bones with <f/b/s> are Front, Back, and Side bones, such as skirts. any bone with \_ex in it's name is an Extra bone, and will only exist when the associated skeleton metadata is loaded. this is most commonly seen on hair, but has been used on gear on extremely rare occasions. ##### Main Bones
Bone NameEnglish EquivalentNotes
n\_rootRoot (base bone)
n\_haraCenter Of Mass/Belly
n\_throw???Attached to n\_hara
j\_kaoHead/Face
j\_sebo\_<a-c>Spine
j\_ude\_<a-b>\_<l/r>Arm
n\_hhiji\_<l/r>Elbow
n\_hte\_<l/r>Hand
j\_te\_<l/r>Hand
j\_mune\_<l/r>BreastFemales only
j\_kosiHip/Lower BackFeet bones are bones d/e
j\_asi\_<a-e>\_<l/r>Leg6 Bones in total per <a-c> level
j\_sk\_<f/b/s>\_<a-c>\_<l/r>Skirt
j\_sako\_<l/r>Collar
n\_hkata\_lShoulder
j\_kubiNeck
j\_agoChin
j\_kami\_<a-b>Hair (Ponytail)
j\_kami\_f\_<l/r>Bangs
j\_mimi\_<l/r>Ears
n\_sippo\_<a-e>Tail
Midlander M and Tail Races M/F Only (Miqo'te/Au Ra)
n\_ear\_<a-b>\_<l/r>Earring BonesA is attachment point, B is hanging part
n\_kataarmor\_<l/r>Shoulder Pad
n\_hizasoubi\_<l/r>Knee Pad
n\_hijisoubi\_<l/r>Elbow Pad
j\_buki\_kosi\_<l/r>Sheathed Weapon(Hip)
j\_buki2\_kosi\_<l/r>Sheathed Weapon(Hip2)
j\_buki\_sebo\_<l/r>Sheathed Weapon(Back)
n\_buki\_<l/r>Drawn Weapon
n\_buki\_tate\_<l/r>Drawn Shield
j\_oya\_<a-b>\_<l/r>Thumb
j\_hito\_<a-b>\_<l/r>Index Finger
j\_naka\_<a-b>\_<l/r>Middle Finger
j\_kusu\_<a-b>\_<l/r>Ring Finger
j\_ko\_<a-b>\_<l/r>Pinky Finger
##### Dawntrail Face Bones As a note, not every bone can be manipulated or scaled outside of gpose, (such as with Customize+ for normal gameplay). furthermore, many of the facial bones are kindedriver or "Helper" bones, and are either not meant to be touched on thier own, or are meant to provide small adjustments after moving the main bone. If you are not posing an old NPC head, you should only use the face bones listed here, and not the ones in the above chart. **An example of gpose only bones is eyeprm and irisprm bones. These bones will only ever work in gpose and in cutscenes, and trying to alter them in a non-gpose only setting such as customize+ will cause these bones to immediately revert when leaving gpose. Do not use these for scaling outside of screenshots. This is not fixable and is a game limitation. if you want to dialate or contract your pupils for out of gpose, you will need to look into eye mods**
--- #### Bone scaling notes Many in-game models share the same model, but scale the bones to fit the body shape they want. this is a list of known and confirmed scaling values that match up correctly with the in-game versions. These are meant to be used with posing tools/plugins, with Customize+, or when testing your models in a modeling software to ensure that things don't clip at larger bust scalings. At this time there is only bust scalings, but we will be happy to add other scalings as people find them. Keep in mind that not all gear pieces are weighted equally to the breast bones. many newer gear pieces are weighted to 50% breast influence instead of 100%. For these you may need to go up another percentage category to have the same effect as your racial starter gear or nude. ##### Bust sizes- Apply to Mune\_l and \_r
Slider Percentage X Y Z
0% 0.92 0.816 0.80
50% 1 1 1
100% 1.08 1.184 1.20
150% 1.16 1.368 1.40
200% 1.24 1.552 1.60
250% 1.32 1.736 1.80
300% 1.40 1.92 2
As a note, these same values will work in a 3d modeling software like blender or 3ds max. for 3ds max, move the decimal point back 2 spaces. # Outdated tables (cross-reference only) These are a few pages/tables that are included for cross referencing for the sake of older mods and setups, and should not be used when doing things post dawntrail. they are being saved for archival's sake, but I will not be formatting them in a pretty way, sorry. These are taken from the Textools Reference doc made by sel. #### Endwalker shader tables-
**Standard Gear Shader**
**Normal Map** **Multi** **Vertex Color/Alpha** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Ambient Occlusion **RED** Ambient Occlusion Decal Placement, such as Grand Company Logos
**GREEN** Standard Tangent Space Normal Map **GREEN** Gloss **GREEN** Gloss
**BLUE** Opacity \[0-128, 128+ is full Opacity\] **BLUE** Specular Power **BLUE** Specular Power **Specular**
**ALPHA** Colorset Row **ALPHA** ??? **ALPHA** Opacity Standard Full Color Specular Map
**Standard Gear Shader - Monster Preset**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** **Specular Intensity** **RED** ??? Decal Placement, such as Grand Company Logos
**GREEN** Standard Tangent Space Normal Map **GREEN** **Gloss (?)** **GREEN** ???
**BLUE** Opacity \[0-128, 128+ is full Opacity\] **BLUE** **???** **BLUE** ??? **Specular**
**ALPHA** Colorset Row **ALPHA** ??? **ALPHA** ??? **Used as a Multi map (See Multi column)**
**Glass Shader**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Ambient Occlusion **RED** ??? ???
**GREEN** Standard Tangent Space Normal Map **GREEN** Gloss **GREEN** ???
**BLUE** Opacity **BLUE** Specular Power **BLUE** Z Depth? **N/A**
**ALPHA** Colorset Row **ALPHA** ??? **ALPHA** ???
**Skin Shader**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Player Skin Color Selection Influence **RED** Player Muscle Slider Influence Decal Placement, such as Legacy Mark or Face Paint.
**GREEN** Standard Tangent Space Normal Map **GREEN** Specular Intensity **GREEN** ???
**BLUE** ??? **BLUE** Unused **BLUE** Angle of Refraction Intensity **N/A**
**ALPHA** ??? **ALPHA** ??? **ALPHA** Player Skin Color Selection Influence
**Skin Shader - Face Presets**
**Normal Map** **Multi** **Vertex Color/Alpha** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Player Skin Color Selection Influence **RED** Player Muscle Slider Influence Decal Placement, such as Legacy Mark or Face Paint.
**GREEN** Standard Tangent Space Normal Map **GREEN** Specular Intensity **GREEN** ???
**BLUE** Opacity **BLUE** **Player Lip Color Selection Influence** **BLUE** Angle of Refraction Intensity **N/A**
**ALPHA** ??? **ALPHA** ??? **ALPHA** Player Skin Color Selection Influence
**Skin Shader - Skin with Hair Preset**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Player Skin Color Selection Influence **RED** ??? Decal Placement, such as Legacy Mark or Face Paint.
**GREEN** Standard Tangent Space Normal Map **GREEN** **Player Hair Color Selection Influence** **GREEN** ???
**BLUE** ??? **BLUE** **Hair Highlight Color Selection Influence** **BLUE** ??? **N/A**
**ALPHA** ??? **ALPHA** ??? **ALPHA** ???
**Hair Shader**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Diffuse Mask **RED** Red Color Influence Opacity Mapping
**GREEN** Standard Tangent Space Normal Map **GREEN** Specular Mask **GREEN** Green Color Influence
**BLUE** ??? **BLUE** Unused **BLUE** Blue Color Influence **N/A**
**ALPHA** Opacity (see UV2) **ALPHA** Highlight Color Influence **ALPHA** Opacity
**Hair Shader - Face Presets**
**Normal Map** **Multi** **Vertex Color/Alpha** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Brightness **RED** Red Color Influence Opacity Map
**GREEN** Standard Tangent Space Normal Map **GREEN** Specular Intensity **GREEN** Green Color Influence
**BLUE** ??? **BLUE** Unused **BLUE** Blue Color Influence **N/A**
**ALPHA** Opacity **ALPHA** **Player Tattoo/Etc\* Color Influence** **ALPHA** Opacity
* Tattoo/Etc. Color varies by race and is default as one of:
Tattoo Color
Limbal Color
Ear Clasp Color
**Iris Shader**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Diffuse Mask **RED** Left Eye Color Influence ???
**GREEN** Standard Tangent Space Normal Map **GREEN** Specular Mask **GREEN** Right Eye Color Influence
**BLUE** ??? **BLUE** Gloss(?) **BLUE** ??? **Reflection**
**ALPHA** ??? **ALPHA** ??? **ALPHA** ??? Reflection Map ("Catchlight")
**Furniture Shader**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Diffuse Mask **RED** ??? Emissive Color Mapping (?)
**GREEN** Standard Tangent Space Normal Map **GREEN** Specular Mask **GREEN** ???
**BLUE** Unused **BLUE** Gloss **BLUE** ??? **Diffuse Note**
**ALPHA** Opacity **ALPHA** Emissive Mask **ALPHA** ??? Diffuse Alpha is also used for Opacity
**Dyeable Furniture Shader**
**Normal Map** **Multi** **Vertex Color/Alpha(UV3)** **UV2**
**RED** Standard Tangent Space Normal Map **RED** Specular Mask **RED** ??? Emissive Color Mapping (?)
**GREEN** Standard Tangent Space Normal Map **GREEN** Roughness **GREEN** ???
**BLUE** Unused **BLUE** Also Specular Mask...? **BLUE** ??? **Diffuse Note**
**ALPHA** Opacity **ALPHA** Emissive Mask **ALPHA** ??? Diffuse Alpha is used for Dyeability
**Further Notes**
SE's Gloss implementation is very unique, and doesn't adhere particularly well to most modern PBR system's assumption of Gloss. (Closer to non-PBR Spec-Gloss)
In particular, their Gloss layers in the textures are really more like \[Specular + Gloss\]. To get a true Gloss-Only variance, your best bet is to blend Colorset Rows.
--- #### Endwalker colorset row reference table
Colorset Reference Table
When working with normal map Alpha channels, your Greyscale Color space should be set to sGrey. (Ctrl-Shift-K in Photoshop for color space settings)
Row #Greyscale %Photoshop Greyscale %sGrey ValueHex ValueColor
Row 10.00100.000\#000000
Row 26.6793.3317\#111111
Row 313.3386.6734\#222222
Row 420.0080.0051\#333333
Row 526.6773.3368\#444444
Row 633.3366.6785\#555555
Row 740.0060.00102\#666666
Row 846.6753.33119\#777777
Row 953.3346.67136\#888888
Row 1060.0040.00153\#999999
Row 1166.6733.33170\#AAAAAA
Row 1273.3326.67187\#BBBBBB
Row 1380.0020.00204\#CCCCCC
Row 1486.6713.33221\#DDDDDD
Row 1593.336.67238\#EEEEEE
Row 16100.000.00255\#FFFFFF
Colors will blend in pairs of two going down the rows.
(Ex. Row [1 & 2] can be blended, but row [2 & 3] cannot, and will snap to the nearest colorset row)
Sub-material information does not blend, and is determined by discrete value that is closer. (Ex. 3% rounds to Row 1, 6% rounds to row 2)
Photoshop uses Black as "100%" and White as "0%" for some reason, ergo the percentages are reversed for Photoshop.