Shadow Generations Shaders - Common_dpna
Appearance
The standard PBR shader with no special logic.
Useful for when wanting more variety in the transparency without having it tile the same way as the diffuse texture, as the transparency texture uses the fourth UV channel.
Related shaders
Behavior
- Supports deferred rendering
- Supports compute instancing
- Supports transparency blending
- Supports transparency clipping
- Supports
u_model_user_flag_0
(?) - Uses the PBR lighting model
- Uses weather effects
- Uses the default shading model
- Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
Textures
Name | Index | Info |
---|---|---|
diffuse
|
0 | A standard albedo texture.
Uses alpha channel for transparency. Uses the 1st UV channel. |
transparency
|
0 | A standard transparency texture.
The red channel is multiplied with the alpha channel of the diffuse texture. Attempts to use the 4th UV channel. |
specular
|
0 | A standard PRM texture.
Uses the 1st UV channel. |
normal
|
0 | A standard normal map texture.
Attempts to use the 3rd UV channel. |
Parameters
This shader does not use any parameters
Technical
Uses the default vertex shader.
Shader Features |
---|
is_compute_instancing
|
is_use_tex_srt_anim
|
enable_deferred_rendering
|
enable_alpha_threshold
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|
u_model_user_flag_0
|