# Outdated tables (cross-reference only)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.