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Note: Editions

Not all editions of the Baja engine include all these shaders.

How To Use Shaders

To use a shader in the Baja Engine, you need to set up all of the textures that the shader needs in the render tree. The exporter will detect what type of shader fits and apply it.


Add per-pixel specular reflections to the object that are modulated by the grayscale texture provided in the specular node.


To apply a real time reflections effect, just set the reflection parameter in the material's Phong node to something >0.


A real time refraction effect, based on displacement of the frame buffer.


To apply a parallex displacement effect, just add the displacement map to the Material's root node. A displacement map is a grayscale height map.

Specular + Bump + Displacement

A shader that combines parallex displacement and specular reflections, with a bump effect applied to the specular. The displacement and bump maps are both grayscale height maps, the specular map is a grayscale image that modulates the specular effect.


Applies extra layers on top of a base texture. Each layer is masked with a grayscale image where white areas indicate parts of the color image that should be visible. This shader will accept between one layer on top of a base and three layers on top of a base, depending on what nodes are used. Shown below is a texture using all three extra layers.

Cubic Environment Maps

This shader added a reflection effect to the object; the object will reflect the things in the cubic environment map.


This applies the water effect to an object. Note: in addition to setting up the render tree like this, you must also enable the water effect in the object's Properties page.

Note: The 'intensity' node between the displacement input and its texture is used to make the water displacement effect NOT show up in softimage, because this can mess up the image rendered with the render preview. Intensity should be set to zero.

Color and Transparency: The water color is set using the transparency color in the phong node. If this isn't set, then water will appear totally black! The alpha value of the transparency color is the transparency of the water when rendered in the engine.

Reflectivity: The reflectivity of the water is set using the 'reflection mix color' value in the phong node.

see also water (for scriptable parameters) and Water Pitfalls.