Objects / Tails7 Objects / Render Ground / Shader parameters (23 June, 2026)


Tails7 requires the "Mode 7 (Switch)" effect, which can be found here.


Version R1.0.3 requires version 2.0 (from March 21, 2026);

Version R1.0.2 requires version 1.9 (from November 8, 2025);

Using the wrong version may cause graphical artifacts.


Variables from the "Position" category:

  • _PosX
  • _PosY
  • _PosZ


These define the camera's position along the X, Y, and Z axes in space.


For X and Y, the scale ranges from 0.0 to 1.0 to move from the beginning to the end of the texture.

The Z value only determines the texture's scale; X and Y must also be adjusted, but Tails7 handles this automatically depending on the Position Mode in Camera Object.


Variables from the "Rotation" category:

  • _RotX
  • _RotY
  • _RotZ


These variables control the camera's orientation.


For X-axis rotates the camera around its own axis (pitch).

For Y-axis rotates the camera around the center of the scene (yaw).

For Z-axis controls the vertical viewing angle.


Since this engine uses Mode 7 instead of true 3D, the _RotZ variable does not cause an actual rotation.

Instead, it shifts the entire rendered view along the Y-axis, creating the illusion of looking up or down.

This technique is commonly known as "Y-shearing" and was used in the classic Doom to simulate a vertical view without actually rotating the camera in 3D.


Variables from the "Points Position" category:

  • _RotXPointX
  • _RotXPointY
  • _RotYPonitX
  • _RotYPointY


These variables determines offset point position in the for Rotation X and Y-axis.


Variables from the "Camera Extra Options" category:

  • _OffsetX
  • _Distortion


Offset X works similarly to _RotZ, but it does not apply to the Y-axis-only to the X-axis.


Distortion determines the degree of perspective curvature; the recommended range is from 0.0 to 1.0.

A value of 0.0 corresponds to a top-down view in a 2D plane; as the value approaches 1.0, the degree of curvature increases until it reaches 1.0, at which point full perspective is achieved.


Variables from the "Texture" category:

  • _Scale
  • _ScaleX
  • _ScaleY
  • _PosOffsetX
  • _PosOffsetY


These variables control the texture scaling.


Scale multiplies the scale for both the X and Y axes;

Scale X multiplies the scale only for the X axis;

Scale Y multiplies the scale only for the Y axis;


However, to change the texture's position offset without changing the camera's position or the rest of the environment, use Position Offset X for the X axis and Position Offset Y for the Y axis.


Variables from the "Rendering Options" category:

  • _Looping_Mode
  • _Render_Sky
  • _Blending_Mode


Looping Mode, as the name suggests, specifies which mode should be used to loop the texture;

For Direct3D 9, only modes 0 through 3 are available;

For Direct3D 11 and OpenGL/ES, modes 0 through 15 are available.


List of modes for separately (X, Y) by _Looping_Mode:

0: (REPEAT, REPEAT);

1: (MIRRORED, MIRRORED);

2: (CLAMP, CLAMP);

3: (BORDER, BORDER);


4: (MIRRORED, REPEAT);

5: (CLAMP, REPEAT);

6: (BORDER, REPEAT);


7: (REPEAT, MIRRORED);

8: (CLAMP, MIRRORED);

9: (BORDER, MIRRORED);


10: (REPEAT, CLAMP);

11: (MIRRORED, CLAMP);

12: (BORDER, CLAMP);


13: (REPEAT, BORDER);

14: (MIRRORED, BORDER);

15: (CLAMP, BORDER)



Render Sky determines whether to render the duplicated background layer as a ceiling, but the problem is that the X and Y positions are reversed;

TODO: to be fixed

Blending Mode determines whether to use the background texture (behind the object) or the object's texture


Variables from the "Compatibility" category:

  • _Is_Pre_296_Build


Why would you use an older version of Fusion?

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