In this page you can find all vehicle shaders used on vehicles and their technical usage
vehicle_paint1
Typical vehicle paint shader, used on most vehicles in GTA V.
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
vehicle_paint1_enveff
Basic vehicle paint shader with additional feature of applying snow.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
vehicle_paint2
A very similar shader to vehicle_paint1, with dirt mapping moved to first UV map.
UVMap 0
Diffuse / Specular / Dirt
vehicle_paint2_enveff
A copy of vehicle_paint2 with additional feature of applying snow.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Diffuse / Specular / Dirt
vehicle_paint3
Used for liveries on a car.
UVMap 0
Diffuse / Dirt
UVMap 1
Second diffuse / Specular
vehicle_paint3_enveff
A copy of vehicle_paint3 with additional feature of applying snow.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Diffuse / Dirt / Enveff tileable UV (edited in envEffTexTileUV)
UVMap 1
Second diffuse / Specular
vehicle_paint3_lvr
Variant of vehicle_paint3 with tileable livery via second UV Map.
UVMap 0
Diffuse / Dirt
UVMap 1
Livery / Specular
vehicle_paint4
Used for metal worn effect and/or livery on a car.
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Tileable specular (edited in specTexTileUV)
vehicle_paint4_emissive
Very same vehicle_paint4 shader with support of emissives.
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Tileable specular (edited in specTexTileUV)
vehicle_paint4_enveff
vehicle_paint4 shader, used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Tileable specular (edited in specTexTileUV)
vehicle_paint5_enveff
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
vehicle_paint6
Used for metal bolts on planes, applying liveries, metal worn effect.
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
vehicle_paint7
Used for metal worn effect and liveries on a car.
UVMap 0
Dirt / Specular / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
vehicle_paint7_enveff
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
vehicle_paint8
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Dirt normal map
UVMap 1
Diffuse tileable UV (edited in DiffuseTexTileUV) / Snow sampler tileable UV (edited in envEffTexTileUV)/ Livery / Specular
UVMap 2
Dirt
vehicle_paint9
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
UVMap 0
Dirt normal map
UVMap 1
Livery
UVMap 2
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV) / Snow sampler tileable UV (edited in envEffTexTileUV) / Specular
vehicle_lightsmeissive
Allows the light to be lit.
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
Lights ID values for different type of vehicle lights, available in Fragments / Vehicle Light IDs
vehicle_vehglass
Shader specifically tailored to work with windows and other glasses.
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
vehicle_vehglass_inner
Identical shader to vehicle_vehglass, used for inner side of windows/glasses, with limited dirt intensity.
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
vehicle_interior
Simple interior shader with normal map support.
UVMap 0
Diffuse / Normal map / Specular
vehicle_interior2
Simple interior shader without normal map support.
Simple interior shader without normal map support.
UVMap 0
Diffuse / Specular
vehicle_mesh
Extensively used for metallic vehicle parts, like exhausts, engines, chassis parts.
UVMap 0
Diffuse / Normal map / Specular
UVMap 1
Dirt
vehicle_mesh_enveff
Extensively used for metallic vehicle parts, like exhausts, engines, chassis parts with additional feature of applying snow.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
vehicle_tire
A shader for wheels, cannot be used on any other vehicle parts.
UVMap 0
Diffuse / Dirt / Normal map / Specular
vehicle_tire_emissive
vehicle_tire shader with emissive support
UVMap 0
Diffuse / Dirt / Normal map / Specular
vehicle_dash_emissive
Shader dedicated for emissive dials being lit up at night.
UVMap 0
Diffuse / Specular
vehicle_dash_emissive_opaque
Shader dedicated for emissive dials being lit up at night for opaque textures.
UVMap 0
Diffuse / Specular
vehicle_licenseplate
Shader responsible for rendering vehicle license plates with changeable text.
UVMap 0
Plate background, Place background bump, Font, Font bump
UVMap 1
Dirt
vehicle_badges
Shader for vehicle badges.
UVMap 0
Diffuse / Normal map / Specular
vehicle_decal
Shader created for adding additional decals, scratches on the vehicle.
UVMap 0
Diffuse / Specular
vehicle_decal2
Derivated from vehicle_decal, with dirt support.
UVMap 0
Diffuse / Dirt / Specular
vehicle_detail2
Used to add a leather detail effect to seats and dashboards.
UVMap 0
Diffuse / Normal map / Specular
UVMap 1
Detail (tileable)
vehicle_shuts
Shader utilized for inner sides of engine bay, doors, bonnet and boot.
UVMap 0
Diffuse / Normal map / Specular
vehicle_track/vehicle_track2
Shader for UV animation, hardcoded usage, in modded vehicles works only on the left side.
UVMap 0
Diffuse / Normal map / Specular
UVMap 1
Dirt