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Outdated tables (cross-reference only)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.