DOTA 2 - Character Shader Masks GuideMasks
Mask 1
R-Detall map mask
-DifuceFresnel mask
B. Metalness
AA-Selelumination
Mask 2
R-Specular Intensity
G=Rimight Intensity
B- Tint spec by base color
[A- Spectr exponent
‘The hero shader in Dota 2s extremely powerful, capable of many ‘The individual Red (f), Green (G), Blue (8) and Alpha (A) channels of
high-end material properties. Every hero, item, courier and creep every mask texture each serve a specific funetion for the material
‘makes use ofthe shader properties. The shader supports eight different grayscale masks
Combined in two Mask textures as well asthe Color and Normal maps.Overview
Each texture works in conjunction with all the others. A good first step to
starting a mask texture isto create a selection for various surface types of
parts ofthe model, and then reuse those selections to illin each mask
‘Channel. In the example above, the leather straps are obvious in almost
every mask
Mask 2
Some masks, like the Detail map mask and the Difuse/Fresnel mask, are
only used on certain heroes. The majority of item masks have black in
those channels, In order for blank maps to render correctly at least one
pixel of information ofthe opposite mask value must be present. Even
ifamaskismot used, itis aways stored in memory for each itemSpecular Intensity - Mask 2 Channel 1 (R)
Specular Mask Channel
{An Ambient Occusion map is good base
for this map
No Specular FullSpecular Authored Specular This channel works n tandem with the
| Specular Exponent channel
‘Specular intensity determines how bright the highlights are. Specular intensity values from the mask are multiplied by the
'SSPECULARSCALE value from the material. In most cases specular scale
fsa number higher than 1, which results in exaggerated highlightsRimlight Intensity - Mask 2 Channel 2 (G)
No Rimlight intensity Authored Rimlight Intensity
Rinllght isthe highlighting ofthe edges around a madel to help it stand Rimlight intensity values from the mask are multiplied by the
‘ut fom the environment SRIMLIGHTSCALE value from the material. In most cases, rmlight scale
isa number higher than 1, which results in an exaggerated rimlightTint Spec by Color - Mask 2 Channel 3 (B)
Specular Coloring Specular Coloring
from Color texture from Color texture
No Tint Spec by Col N
specu " 9
7
Tint Spec by Color Tint Spec by Color
‘Ths isa spec usage mask which gives specular highlights the coloring “The default values here are black. Whit values wil make specular highlights
from the color terre ris useful for colored metals (suchas gold), orto take on the coloring from the color tere.
simulate light penetrating a surface and being reflected back with cor,
‘making the surface appear fleshy.Specular Exponent - Mask 2 Channel 4 (A)
Specular Specular Exponent
Highlight Values
‘shored Specs Exponent
Specular exponent values determine the sizeof the specular highlight on Values in this mask channel acta a scale forthe specular exponent value
‘surface. Rougher surfaces will have a dark value; polished surfaces, a ight from the materia. Ifthe entre channels white, then the entre surface will
value. Specular intensities and exponents work together to create diferent inherit specular exponent values from the materi
surface types. Examples include: metal (high spec, medium exp),
leather (medium spec, high exp), and wood (low spec, very low exp)Detail Map Mask - Mask 1 Channel 1 (R)
No Detail map mask Detail map mask applied
5 Detail Map Mask
Detail Texture
fig
The Detail map mask determines where the detall map (specified “The default values here ate black. Lighter values willmake the detail
ina hero's vm) willshow up on the surface. tis used mostly for map appear. The material controls the blending mode forthe detail
special effects. The majority of the heroes are not using the detail map. In the above case an additive blend mode is being used.
‘map mask features.Diffuse/Fresnel Color Warp Mask - Mask 1 Channel 2 (G)
Diffuse Warp White Diffuse Warp Mask
Mask selects upper gradient
z= ~~
Diffuse Warp Black Diffuse Warp Mask
Mask selects lower gradient
atamter fee Wa
—_—
Duce mask ee War Mack
we forToxo “Diffuse Warp “Grey Values in Diffuse Warp Mask
orth ee Mask select in-between areas of gradient
_~- =
The difie wap tere allows ou to create custom, syedlighting, They contin Ds warp textures can contain mip gradient aranged vert, The difse warp
sracierts that define how the lighting modfed, The values onthe ft ofthe skis red oselec hich racket to ue na specie par ofthe mode. ack ioe
Frasier replace the darken ighings The vals onthe igh othe prasent replace verb Miki scl the gradient atthe botom ofthe dfite warp. Awe oe wil select
the brghtestghing a characters materal doesnot inde any warp tetues, __thegradientatthe top, Juggernaut only ures two graders, Ouse wars can be
this mast hasno eet utoredschthat they blend rom one gradient eather, n which cave these warp
Inaskean select any ofthe between pradints ung eye values"Diffuse/Fresnel Color Warp Mask - Mask 1 Channel 2 (G)
Custom Fresnel
3 : Fresnel Color
Color Warp
; : Warp Mask (30 Texture)
Modified with Custom
Gan Fresnel Color Warp
‘This mask controls another special effect. We an apply color transformation, This effects then applied using a fresnel term, meaning it only appears
lke a hue shift ora contrast adjustment tothe original color. We encode this" around the edges ofthe character.
transformation into a 3D texture called a colorwatp. In the example above, the
color transformation shifts many colors towards a bright cyan, replacing the
colors from the orginal textureMetalness - Mask 1 Channel 3 (B)
A Maps Combined All Maps Combined
hb,
; acai | aia
Mesiess Added Metabess Tn by Color
“The Metalness mask reduces and darkens the color and rimlight in order “This maski used sparingly and ony in combination wth other masks that
tosimulate a real-world metal look. It works in combination with the mask help the surface appear more metallic. Typically this means bright, broad
Tint Specular by Base Color (mask 2 blue channel), which returns the highlights that are tinted by base color.
color through specular highlightsSelf-Illumination - Mask 1 Channel 4 (A)
selumination
selumination
“This ask channel can make the pixels ofthe surface fll-brght with the Default values are black, Lighter values will make a surface ignore
coloring from the color texture. Is used to create glowing areas, such as lighting and just show color texture. Sef iluminationed areas in-game wll
the mouth ofthe mace above. A more subtle example would be the also have a bloom (or glow) effect to them.
bioluminescent organs of Bane (pictured on the righ)