# (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. Extra information is added based on research and conversations in modding creation discords, mainly the Textools and Bibo+ Discords.

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
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 method should only be done by Power users who know what they are doing. All other users should instead use the shader ID 10 method listed below for metal on skin. 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. - When Shader ID is set to 10 (default value is 1) this activates "proper" metal on skin, and changes the Mask blue from Subsurface/Fur parallax to Metalness. When authoring with this shader ID for metalness, all skin/non metal must be PURE BLACK in the blue channel (causing it to look yellow in RGB mode). The closer the value is to white, the more metalness it has. The Green roughness channel must also be given special consideration. values closer to black cause the metal to be more shiny/polished looking, but due to how 14 has implemented this, it will also pick up more color from the skybox/environment lighting, to the point where it will change the color of the metal entirely if the roughness value is too low. To avoid skybox discoloration but keep the metal looking shiny, it is reccommended to keep the value closer to a midtone grey. The skybox tinting effect with low roughness is more pronounced and visible on any metallic bits facing up towards the sky, so anything on the chest, or if the arms are bent at a 90 degree angle (such as folded at the chest).
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
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
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
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 TextureMask Texture
REDStandard Tangent Space Normal MapREDSee character shader
GREENStandard Tangent Space Normal MapGREENSee character shader
BLUEOpacity\* (Skin visibility) BLUESee character shader
ALPHAUnused ALPHAUnused
Diffuse Texture Specular Texture
REDSee character shaderREDSee character shader
GREENSee character shaderGREENSee character shader
BLUESee character shaderBLUESee character shader
ALPHASee character shaderALPHASee character shader
Index Texure --
REDColorset Pair (0-16) RED???
GREENColorset Even/Odd blending GREEN???
BLUEUnusedBLUE???
ALPHAUnusedALPHA???
Model Data
Vertex Color 1Vertex Color 2
REDSpecular Mask REDFaux wind influence
GREENRoughness GREENFaux wind multipler
BLUEDiffuse mask BLUE???
ALPHAOpacity ALPHA???
UV Channel 1UV Channel 2
UVNormal UVUVDecal UV
UV Channel 3
UVSkin UV
As of 7.1 This shader is being adapted to player gear which allows us to research it more. This shader is nearly identical to the character (gear) shader, with a few exceptions. The main thing is that this shader utilizes UV channel 3 to copy and put skin underneath the "stockings" using only one mesh instead of the double layer mesh technique previously used. This is hardcoded to skin material A however, which means it will always be the symmetrical skin. Texture wise, "opacity" on the normal map's blue channel is no longer overall opacity, but determines where and how much skin is shown "underneath". Do NOT enable transparency in the material flags for this shader though, as it will crash your game. The "nylon" texture and effect used on most gear with this shader is tile material 43, and you can get a nice stocking effect using a negative sheen value. Finally as of current research, sphere maps (like the holographic effect) seem to be disabled for this shader.

As of current research (12/03/2024) It seems that there is a strange link to material A used for this shader. When a modded skin mat A is loaded via textools into the game, the modded mat A shows correctly underneath the stockings, however when a modded skin mat A is loaded via penumbra, it does not. we are currently looking into why this is and how to cause the textools behavior on penumbra. The mod type (ttmp2 vs pmp) used does not change this behavior, nor can the penumbra behavior be circumvented via using textools' attach to penumbra system. for now a partial sort of fix is to have your modded skin in the default collection (this will mean everyone has your skin) in order for the stockings' mat A to properly reflect your skin. we don't know why this is the case, but it is likely due to how penumbra handles loading files vs textools. This has been tested on and works well on middie based ladies, but we could not get it to work on men. if you would like to test, please do and post a comment on this page of the results. (thank you to Virgo on discord for this research)

[![characterstocking observations.png](https://xivmodding.com/uploads/images/gallery/2024-12/scaled-1680-/iSMrQvr9gPMvpjy6-characterstocking-observations.png)](https://xivmodding.com/uploads/images/gallery/2024-12/iSMrQvr9gPMvpjy6-characterstocking-observations.png)
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.

CharacterTransparency.shpk
Texture Data
Normal TextureMask Texture
REDStandard Tangent Space Normal MapREDSpecular Power
GREENStandard Tangent Space Normal MapGREENRoughness
BLUEOpacityBLUEAmbient Occlusion
ALPHAUnusedALPHAUnused
Diffuse Texture?Specular 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 1?Vertex Color 2?
REDSpecular MaskREDFaux-Wind Influence
GREENRoughnessGREENFaux-Wind Multiplier
BLUEDiffuse MaskBLUE???
ALPHAOpacityALPHA???
UV Channel 1?UV Channel 2?
UVNormal UV ChannelUVDecal UV Channel (FC Crests, etc.)
This is a new shader introduced in 7.2, first seen on the Historia Chokers. It is assumed that it acts similarly to the standard character shader but uses a few adittional shader keys for better transparency effects. The additional shader keys compared to the standard Character shader are: Key: E8DA5B62- 78804D6E 0033C8B5- D1E60FD9 / 93D6C21A (this key toggles emissive color) (@arghblargh) When these shaders are overlaid with certain other effects (like byakko's falling VFX) Character Glass will dither, but Character Transparency will hide completely. This could be a reason to use one shader over the other. (thank you arghblargh for this info)

This shader is new and not properly researched. Any information here is tentative, and we would appreciate comments about this shader if you know more.

CharacterInc.shpk
Texture Data
Normal Texture--
RED???RED???
GREEN???GREEN???
BLUE???BLUE???
ALPHA???ALPHA???
--Mask/Multi Texture
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 UVUV
So far, we know that this shader does not seem to utilize vertex color for anything special, and seems to utilize a mask map for the special effects. (Thank you to Ulli for this information)

This shader has been in the game since 7.0, but was first used in 7.2. We do not have any information on this shader and will be updating this portion when more information is found.

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.

BgUvScroll.shpk (Scrolling 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 ADiffuse Texture B
REDStandard Color DataREDStandard Color Data
GREENStandard Color DataGREENStandard Color Data
BLUEStandard Color DataBLUEStandard Color Data
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???
Notes courtesy of Vincent on discord: Keys: 9A696A17 - Velocity of the scroll. Positive values are left & up direction. Parameter 1 & 2 are Diffuse A's X & Y scroll respectively, and 3 & 4 are the same for Diffuse B. Emissive, Diffuse, etc. - Affects these values on Diffuse A (the overlay layer.) MultiEmissive, MultiDiffuse, etc. - Affects these values on Diffuse B (the base photo layer.) BFE9D12D - A master emissive multiplier. Setting this to 0 turns off the lights on the whole thing. The apparent 50% opacity on the Diffuse A overlay seems to be hard-coded. None of the other constants seemed to do anything at all. Changing the alpha threshold parameter or alpha of the images had no effect. This shader is used on the Phasmascapes.

We are assuming that this shader works the same as the non-dyeable furniture shader, with the addition of a second diffuse and scrolling parameters.