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My AC6 Shader

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My AC6 Shader

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MADE IN BLENDER 4.3

My shader for AC6 models.

Comes with the default 2000AC from AC6, Ekdromoi Booster Attachment, HC Missile Launcher, and Ekdromoi Lance for examples on settings

SHADER NOTES:


FOR ACS (NOT COMPLETELY TESTED):

Set the Mask texture's Color Space to Linear Rec. 709 and the Alpha to Channel Packed. This ensures the panel lining color is applied to the frame while not darkening the overall color.


WHEN USING A DIFFUSE TEXTURE:

Set Edge Wear Color Enable and Amount to either 0 or 1 to turn off the edge wear. If it is left on, chances are diffuse texture will be replaced by the edge wear color across the model.

MASK TEXTURE:

If the mask texture has color in it, then play around with the "CD ID 'XXXX' SWITCH" sliders to see if the masks color comes up. Usually this coloration due to heat for boosters, but it can also be the color for things like the Heat Sink/Limiters in the back of an AC.


MASK AND COLOR MASK ID:


If the model has both a color mask ID and a Diffuse texture, then plug both in to their respective spots and switch between the two with "_A Diffuse to Mask" slider.


If the model doesn't have a Color Mask ID texture, then plug things in as normal, set the following sliders to 0:

-_A Diffuse to Mask"

-Battle Tear (This option can either add scuffs/wear to the model. test to see if it does or not. If it does, adjust as needed. If not, then set to 0.

-Both Edge wear Color Enable and Amount BOTH set to 0 or 1 to cancel it out. Edge Wear White Color Enable should also be set to 0.

-Metallic and Roughness for the model will be controlled via the respective Non-Dyeable values.

WEATHERING:

If you want to change the weathering amount, then you need to go into the shader group, find the green frame named "Weathering", and adjust the top color ramp. I don't know of a way to adjust it outside of the group, but it's a bit more convenient in that it will adjust any model using the same Node Group.

You can switch between Steel and Rust weathering. Setting the brightness to 0 emulates the black colored weathering.


EMISSION:

This is mainly for Limiter or any model that has an emission texture for overheating in additon to their other textures. You have to go inside to alter the colors to what you want.

TEARING/BATTLE DAMAGE:

Enables battle tears as well as adding height to it.
Tear damage color 1 corresponds to the outer shade of the battle tear, whereas Tear damage color 2 is the inner shade.
Battle Tear Additional Bumps doesn't work how it's supposed to. Don't use it right now.

BUMP ENABLING:

Bump enabling adds bumps to certain color ID masks. You can keep them all on, or turn them off for parts that are more metallic.

Some models have bumps that protrude outward, and some inward. You can change the setting with "Bump Enabling".

EDGE WEAR:

Enable edge wear along with the ability to change it's color. The White Color Enable is there because if you try to color the edge wear white, it disappears.

METALLIC AND ROUGHNESS:

Adjust Metallic and Roughness values based on the color mask ID.

CAMOS:

Camos can be added to the model. There are two different set's of group node's with textures of the camos in them. This was done because it was more than Eevee could handle. Just switch out which one is connected to the camo slot and then choose your camo. You can also enable which part of the color id mask has camo enabled as well as adjust the colors of them at the bottom of the AC6 Shader Node Group.

Please @ me on twitter or Bluesky if you happen to use this in any sort of project. I like to see what people do with this stuff, and I put a lot of time into it so I'd appreciate credit

Twitter: https://x.com/Lia_is_shy
Bluesky: https://bsky.app/profile/liaishy.bsky.social

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AC6 Shader

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