Handbook
Shader profiles
Super covers daily work. Basic + Normal has no stages. ETT in a name is only an old label.
Numbers in brackets = vanilla frequency. Stages = what export typically writes. The app sets the slot numbers.
| Profile | Typical |
|---|---|
| Super (5671×) | default: NOHQ, DT, MC, AS, SMDI, Fresnel, ENV |
| Multi (1948×) | Super-like mixing |
| Basic + Normal (77×) | no stages — colors only; put normals on NormalMap* shaders |
| NormalMapSpecularDIMap (55×) | NOHQ=1, SMDI=2 |
| NormalMapDetailSpecularDIMap (52×) | NOHQ, DT, SMDI |
| NormalMapDiffuse Terrain (41×) | terrain: CO, NOHQ, DT |
| CalmWater (14×) | water |
| Detail (12×) | CO + DT only |
| Glass (2×) | Stage1 fresnelGlass(), Stage2 ENV — no SMDI |
| Skin (244×) | CO in Stage3, no ENV |
| Grass (122×) | usually CO + NOHQ only |
| Tree / TreeAdv / TreeAdvTrunk | own slots; wind mask not mapped |
| SuperHair / Super + Emissive | like Super, emissive via emmisive[] |
| TerrainX (21363×) | layer system — deliberately limited in the app |
Names that still say “ETT” are old labels, not a fourth app. Material presets Terrain and Clothing filter the shader list.