Supported Shader Properties

Updated 20 hours ago

DISCLAIMER: This page is being created preemptively in preparation for the release of Advanced Structure Skins 2.0.0. The update is still a WIP and this page may not reflect all features releasing in the update.

Supported Shader Properties

Property Reference Property Name Property Type Description
Texture2D_3812B1EC Main Texture The property replaced by Main.png in the user's skins folder. If Main.png does not exist, default structure textures are used instead.
Texture2D_2058E65A Normal Texture The property replaced by Normal.png in the user's skins folder. If Main.png does not exist, default structure textures are used instead, which are not actually normal maps. *See additional documentation below.
Texture2D_8F187FEF Mat Texture The property replaced by Mat.png in the user's skins folder. Unused by rumble by default, but still supported for compatibility with prior skins. Can act as a custom map if you want.
_Grounded_noise Ground Texture The property replaced by Ground.png in the user's skins folder. Unsure how it is used by default. May also be used as an additional custom map if you want.
_FloorHeight Floor Height Float The height (in worldspace) that the floor was at the last time a structure was grounded. This does not reset when a structure is ungrounded, so shaders should also check for _Stable.
_Stable Stable/Grounded Float 0 when a structure is grounded, 1 when a structure is ungrounded.
_shake Shaking/In Hitstop Float 0 when a structure is not shaking, 1 when a structure is shaking.
_shakeAmount Shake Amount Float Determines the strength of the structure's shaking. Set to 0.0075 by Rumble.
_shakeFrequency Shake Frequency Float Determines the speed of the structure's shaking. Set to 75 by Rumble.
Color_D943764B Structure Tint Color The default tint of a structure. Set to #b08e73 if the structure is using default skins, or #ffffff if the structure has a custom skin.

*By default, Rumble's structures use a "Lighting" texture. This is a custom format made by BucketHead, where each channel of the texture corresponds to a different mask used:

Channel Name Description
Red Ambient Occlusion Applies shadow in corners and other areas where points contact. More prevalent on RUMBLE_Prop objects.
Green Highlight Lightens affected areas.
Blue Cavity Darkens affected areas.
Alpha Emission Makes affected areas glow. Not always used, may not work on default structure shaders.

Shader Features

Shader Features are custom properties added by Advanced Structure Skins in Version 2.0.0+. Shaders which implement these properties are automatically disabled when Competitive Mode is enabled by the user, as they may provide a significant competitive advantage.

Property Reference Type Version Added Description
_currentVelocity Vector 2.0.0 A Vector3 matching the structure's current velocity.
_timeSinceLastModified Float 2.0.0 The time (in seconds) since the structure was last modified.
_timeSinceLastPose Float 2.0.0 The time (in seconds) since the local player last executed a pose.
_timeSinceGroundStateChanged Float 2.0.0 The time (in seconds) since the structure last changed ground states (both ways).
_timeSinceHitstop Float 2.0.0 The time (in seconds) since the structure last began hitstop.
_timeSinceLocalDamageTaken Float 2.0.0 The time (in seconds) since the local player last took damage.
_timeSinceRemoteDamageTaken Float 2.0.0 The time (in seconds) since any remote player last took damage.
_lastLocalDamageTaken Float 2.0.0 The amount of damage the local player took last time they were hit. Defaults to 0.
_lastRemoteDamageTaken Float 2.0.0 The amount of damage any remote player took the last time they were hit. Defaults to 0.
_isHost Float 2.0.0 0 when the player is on client, 1 when the player is on host.