Shadow Generations Shaders - DirectionBlend_dpndpnn
Appearance
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
An advanced PBR shader that
- uses directional blending to interpolate between two texture sets
- blends an extra normal map textures into the other normal maps.
This shader is essentially a modification of the DirectionBlend_dpndpn shader.
Related shaders
- Blend_dpnbdpn
- Blend_dpndpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpndpn
- Detail_dpnn
- DirectionBlend_dpndpn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
Extra Normal Map
The normal[2]
texture is blended into the normal
and normal[1]
textures before their usage.
Directional blending
This shader has two sets of PBR textures:
diffuse
,specular
andnormal
diffuse[1]
,specular[1]
andnormal[1]
The shader uses a blend factor to interpolate from the first set of textures to second one.
This blend factor is calculated using directional blending.
This involves various inputs:
Input | Description |
---|---|
Normal map | The normal texture is applied to the normal direction before calculating the directional blend factor
|
Red vertex color channel | The directional blend bias |
DirectionParam parameter
|
The directional blend direction |
NormalBlendParam parameter
|
The Directional blend intensity and offset |
diffuse and diffuse[1] (multiplied together)
|
The Directional blend limit |
Transparency
(For some reason) the directional blend factor is used for the transparency, and not any of the diffuse textures alpha channels, which makes for limited use cases.
Vertex Colors
- The colors...
- Red channel is used as the directional blend bias
- Green and blue channels are unused
- Alpha is unused
Material Inputs
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | Any | Albedo | First Albedo color | directional blend limit | ||
diffuse
|
1 | Any | Albedo | Second Albedo color | directional blend limit | ||
specular
|
0 | Any | PRM | First Specular factor; Gets multiplied by 0.25 |
First Smoothness factor | First Metallic factor | First Ambient Occlusion |
specular
|
1 | Any | PRM | Second Specular factor; Gets multiplied by 0.25 |
Second Smoothness factor | Second Metallic factor | Second Ambient Occlusion |
normal
|
0 | Any | Normal map | First Normal map direction | N/A | N/A | |
normal
|
1 | Any | Normal map | Second Normal map direction | N/A | N/A | |
normal
|
2 | Any | Normal map | Extra Normal map direction that is blended into the other normal maps | N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
DirectionParam
|
Directional blend direction | N/A | ||
NormalBlendParam
|
Directional blend intensity | Directional blend offset | N/A | N/A |
Technical
Shader Features |
---|
is_compute_instancing
|
is_use_tex_srt_anim
|
enable_alpha_threshold
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|