Ground surface materials
The inspected ground surfaces use mesh attributes and layered material programs. Sekiro’s MultipleGround program receives normalized vertex blend channels as well as texture coordinates; Elden Ring’s masked material families combine vertex weights with sampled masks. Observed
The blend equations and exact inspected shader scope are documented under layered surfaces; their inputs use FLVER vertex layouts.
Repeating textures and independent inputs
Section titled “Repeating textures and independent inputs”Ground-family texture repetition is controlled per slot, with metaparam UV groups connecting slots to
CommonUV-UVParam parameters. The captured transform scales about the texture center, with an offset of
(1-scale)/2. Observed
Elden Ring’s terrain base layers carry a UV-group scale of 300. Inferred · Elden Ring
See constant binding and tiling for the discriminating captures and the limits of the current precedence rule.
Sekiro
Section titled “Sekiro”The inspected Sekiro layered meshes include distinct secondary UV sets that cannot in general be recovered by scaling and offsetting the primary set. Some primary UVs repeat or overlap, so one primary texture coordinate can identify different surface points with different secondary coordinates. Observed · Sekiro
The sampled Sekiro M[LandScape]_Mountain material family also appears among unresolved tiling captures: four
all-one buffer contents conflict with the non-unit scale stated by the matching material candidates. This is
not evidence of a universal landscape-specific scale rule. Observed · Sekiro
What the Elden Ring frames draw
Section titled “What the Elden Ring frames draw”In a frame at the Stormveil gate, the draws of the layered ground materials (vertex programs of the [Mb2], [Mb3] and further [Mb<n>]
families, 659 of the frame’s 2,734 indexed draws: 336 from m10_00_00_00 map pieces and 323 from assets) draw one face set of
an ordinary FLVER each, from the model’s own index and vertex ranges, and none of them has a hull or domain program.
Observed · Elden Ring · one captured frame The only hull and domain programs of the frame are those of
effect billboards and ribbons (GXFfxtessellate) and of the ocean surface (M[Water][ocean4], drawn from face set 2 of the
asset AEG097_000, 63,354 indices). Observed · Elden Ring · one captured frame The frame draws no open-world tile (no m60
map piece, see map areas), so it shows how
a legacy map’s ground is drawn and not the terrain of the overworld. Observed · Elden Ring
The ground-material observations do not establish a separate heightfield format, terrain tessellation algorithm,
or complete terrain LOD hierarchy. Material blend weights alone do not settle those geometry questions. Unknown
The Stormveil frames show no tessellated or heightfield ground; an open-world frame (the tile capture asked for under
map areas) is needed to see how an m60 tile’s ground is drawn.