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ds1r-refmat:texture-maps

Texture Map Types

This page describes the different kind of texture maps found in Dark Souls Remastered, their naming conventions, and what their color data represents.

Diffuse Map

  • Sampler Slot: g_Diffuse
  • Suffix: none
  • Material Naming: D (example: M[DSB]
  • Color Channels:
    • RGB: The basic texture color of the model
    • A: Transparency if BlendMode = TexEdge or Blend

Normal Map

  • Sampler Slot: g_Bumpmap
  • Suffix: _n
  • Material Naming: B (example: M[DSB]
  • Color Channels:
    • R: The X Component of the normal vector (-1 to +1 packed into 0 to 1 range)
    • G: The Y Component of the normal vector (-1 to +1 packed into 0 to 1 range)
    • B: Unused
    • A: Unused

Specular Map

  • Sampler Slot: g_Specular
  • Suffix: _s
  • Material Naming: S (example: M[DSB]
  • Color Channels:
    • R: Roughness
    • G: Metalness
    • B: DiffuseF0, related to Index of Refraction (0 to 0.08 packed into the 0 to 1 range)
    • A: Emissive

Light Map

  • Sampler Slot: g_Lightmap
  • Suffix: _lit, _l
  • Material Naming: L (example: M[DSB][L]
  • Color Channels:
    • RGB: The Light/Shadow Color
    • A: Unknown

Detail Bumpmap

  • Sampler Slot: g_DetailBumpmap
  • Suffix: _n
  • Material Naming: DetB, sometimes nothing (example: M[DSB]_DetB
  • Color Channels:
    • R: The X Component of the normal vector added to the base normal vector (-1 to +1 packed into 0 to 1 range)
    • G: The Y Component of the normal vector added to the base normal vecto (-1 to +1 packed into 0 to 1 range)
    • B: Unused
    • A: Unused

Subsurface Scattering Map

  • Sampler Slot: g_Subsurf
  • Suffix: _t
  • Material Naming: T (example: M[DSBT]
  • Color Channels:
    • R: Subsurface Strength
    • G: Subsurface Thickness
    • B: Unused
    • A: Unused

Parallax Occlusion Map

  • Sampler Slot: g_Height
  • Suffix: _h
  • Material Naming: H (example: M[DBH]
  • Color Channels:
    • RGB: Height
    • A: Unused
ds1r-refmat/texture-maps.txt · Last modified: by greatgramcracker