diff --git a/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml b/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml index 66913c348d..a4d3403db4 100644 --- a/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml +++ b/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml @@ -13,6 +13,11 @@ - state: icon - state: icon-unshaded shader: unshaded + - state: icon-unshaded + shader: shaded + #This is a neat trick I found to sort of "hack" an emissive map into ss14. Basically, the icon-unshaded texture has an alpha channel. + #Alpha doesn't work for unshaded, but for *shaded* it does, and by putting a shaded texture infront of the unshaded, we can dim the unshaded texture, effectively allowing brightness control. + #I go further indepth on this in my PR, https://github.com/space-wizards/space-station-14/pull/37869 - type: Clothing sprite: Clothing/OuterClothing/Vests/hazard.rsi clothingVisuals: @@ -20,6 +25,9 @@ - state: equipped-OUTERCLOTHING - state: equipped-OUTERCLOTHING-unshaded shader: unshaded + - state: equipped-OUTERCLOTHING-unshaded + shader: shaded + #same trick here - type: Tag tags: - HiViz