Vehicle Shaders
In this page you can find all vehicle shaders used on vehicles and their technical usage
Last updated
In this page you can find all vehicle shaders used on vehicles and their technical usage
Last updated
vehicle_paint1
Typical vehicle paint shader, used on most vehicles in GTA V.
vehicle_paint1_enveff
Basic vehicle paint shader with additional feature of applying snow.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
vehicle_paint2
A very similar shader to vehicle_paint1, with dirt mapping moved to first UV map.
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)
vehicle_paint3
Used for liveries on a car.
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)
vehicle_paint3_lvr
Variant of vehicle_paint3 with tileable livery via second UV Map.
vehicle_paint4
Used for metal worn effect and/or livery on a car.
vehicle_paint4_emissive
Very same vehicle_paint4 shader with support of emissives.
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)
vehicle_paint5_enveff
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
vehicle_paint6
Used for metal bolts on planes, applying liveries, metal worn effect.
vehicle_paint7
Used for metal worn effect and liveries on a car.
vehicle_paint7_enveff
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
vehicle_paint8
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
vehicle_paint9
Used for metal worn effect and liveries on a car.
Vertex Alpha: visibility of snow samplers (black - non applied, white - applied)
vehicle_lightsmeissive
Allows the light to be lit.
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.
vehicle_vehglass_inner
Identical shader to vehicle_vehglass, used for inner side of windows/glasses, with limited dirt intensity.
vehicle_interior
Simple interior shader with normal map support.
vehicle_interior2
Simple interior shader without normal map support.
Simple interior shader without normal map support.
vehicle_mesh
Extensively used for metallic vehicle parts, like exhausts, engines, chassis parts.
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.
vehicle_tire_emissive
vehicle_tire shader with emissive support
vehicle_dash_emissive
Shader dedicated for emissive dials being lit up at night.
vehicle_dash_emissive_opaque
Shader dedicated for emissive dials being lit up at night for opaque textures.
vehicle_licenseplate
Shader responsible for rendering vehicle license plates with changeable text.
vehicle_badges
Shader for vehicle badges.
vehicle_decal
Shader created for adding additional decals, scratches on the vehicle.
vehicle_decal2
Derivated from vehicle_decal, with dirt support.
vehicle_detail2
Used to add a leather detail effect to seats and dashboards.
vehicle_shuts
Shader utilized for inner sides of engine bay, doors, bonnet and boot.
vehicle_track/vehicle_track2
Shader for UV animation, hardcoded usage, in modded vehicles works only on the left side.
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UVMap 0
Diffuse / Dirt / Enveff tileable UV (edited in envEffTexTileUV)
UVMap 1
Second diffuse / Specular
UVMap 0
Diffuse / Dirt
UVMap 1
Livery / Specular
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Tileable specular (edited in specTexTileUV)
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Tileable specular (edited in specTexTileUV)
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Tileable specular (edited in specTexTileUV)
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
UVMap 0
Dirt / Specular / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
UVMap 0
Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV)
UVMap 1
Livery
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
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
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
UVMap 0
Diffuse / Normal map / Specular
UVMap 0
Diffuse / Specular
UVMap 0
Diffuse / Normal map / Specular
UVMap 1
Dirt
UVMap 0
Diffuse / Dirt / Normal map / Specular
UVMap 0
Diffuse / Dirt / Normal map / Specular
UVMap 0
Diffuse / Specular
UVMap 0
Diffuse / Specular
UVMap 0
Plate background, Place background bump, Font, Font bump
UVMap 1
Dirt
UVMap 0
Diffuse / Normal map / Specular
UVMap 0
Diffuse / Specular
UVMap 0
Diffuse / Dirt / Specular
UVMap 0
Diffuse / Normal map / Specular
UVMap 1
Detail (tileable)
UVMap 0
Diffuse / Normal map / Specular
UVMap 0
Diffuse / Normal map / Specular
UVMap 1
Dirt
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
UVMap 0
Diffuse / Specular
UVMap 1
Dirt
UVMap 0
Diffuse / Specular / Dirt
UVMap 0
Diffuse / Specular / Dirt
UVMap 0
Diffuse / Dirt
UVMap 1
Second diffuse / Specular