Ok here there is what i mean (From Physically Based Shader Topic):
character_norm_spec_alpha.fx:
This shader should be the main work horse for your characters.
Normalmapped with GGX specular
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, alpha is illumination (inverted, black = bright)
//"texture_S.dds" gloss map texture, alpha is metalicness (black = metal)
character_norm_spec_cube_alpha_sss_full.fx
This is an entirely experimental shader. It uses cubemaps, which FPSC does not support outside of weapons, and the texturing might be confusing.
It does however work perfectly fine.
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, alpha is illumination (inverted, black = bright)
//"texture_S.dds" gloss map texture and material texture, alpha is metalicness (black = metal), red is roughness, green is ambient occlusion and blue is sub surface scattering
//"texture_CUBE.dds" cubemap texture
character_norm_spec_illum_alpha.fx
This uses an _I texture for illumination instead of using the normal map's alpha
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture
//"texture_S.dds" (enities) gloss map texture, alpha is metalicness (black = metal)
//"texture_I.dds" (enities) illumination
character_norm_spec_shadow_2bone_alpha.fx
This is an optimised version of the other shadowed shader. It might produce deformation in models not rigged to only 2 bones.
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, alpha is illumination (inverted, black = bright)
//"texture_S.dds" (enities) gloss map texture, alpha is metalicness (black = metal)
As u can see there are desc. of how the texture are used by the shader with the setting ^^