You are on page 1of 12
DOTA 2 - Character Shader Masks Guide Masks 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 item Specular 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 highlights Rimlight 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 rimlight Tint 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 texture Metalness - 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 highlights Self-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)

You might also like