Note that the previews below are merely recreations. It may or may not be accurate to what it looks like in-game. The previews will possibly be tweaked in the future to be more accurate.
Note that the previews below are merely recreations. It may or may not be accurate to what it looks like in-game. The previews will possibly be tweaked in the future to be more accurate.
Stored in the red channel. Controls the specular reflectivity of a texture.
The color of the specular is affected by the _rs/_sp and the specular color parameter in the GMD Material data JSON, and there also seems to be an additional value in the GMD that affects specular strength.
For hair materials in Ishin, 0, and Kiwami, the red channel rotates the anisotropy effect.
Stored in the green channel. Occludes light on certain parts of the texture.
Stored in the blue channel. Multiplies the specular power of the material. You can view the specular power of the material by going to the JSON data in the GMD Blender plugin, and looking at the first two values in unk1, and converting those to hex and then into half-float. (Do it the opposite way (half-float > hex > decimal) to convert it back.)
For shaders that use _rt/_rs/_rd, the blue channel affects the strength of the _rt or the _rs instead. It is similar to MT Alpha in DE.
These textures are similar to _rd textures, however the color of the texture affects the color of the specular highlight. The scale value for these are the same as the _rt textures.
Despite being a texture that contains actual color information, they do not use sRGB in the game.
Some shaders (mainly in Yakuza 3-5) utilize the _rs as an _rd however they can only be grayscale (it only utilizes the red channel). The blue channel of the _mt controls the strength of it.
For assets these textures use the suffix "_s".
Cubemap reflections. Depending on the shader, the cubemap affects the material differently:
If the shader has the [ref] tag, then the cubemap will completely disregard the _di and be set to black.
If the shader has the [aref] tag, then the color of the cubemap will be added to the _di.
The blending of these textures is determined by the alpha channel of the cubemap, with 0 enabling it and 1 disabling it. MORE INFORMATION NEEDED
Appears in Ryu ga Gotoku: Kenzan! and Yakuza 3. Basically the closest thing to a _mt Kenzan has. A black and white texture, containing ambient occlusion data. Specular power multiplier is stored in the alpha channel.
Usually light blue textures used for lightmapping. It goes by other names too like _occ and _m4. Both channels contain ambient occlusion data however the green channel is used in conjunction with SSAO.
Similarly to _mt textures, they control various parameters of the material. The red channel controls specular and the green channel is used for roughness. Although, some shaders have the red channel blend the cubemap and the green channel for specular. The blue channel usually does nothing.
Also goes under the name _mm.