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	<id>https://hedgedocs.com/index.php?action=history&amp;feed=atom&amp;title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn</id>
	<title>Shadow Generations Shaders - DirectionBlend dpndpn - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://hedgedocs.com/index.php?action=history&amp;feed=atom&amp;title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn"/>
	<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn&amp;action=history"/>
	<updated>2026-04-08T13:35:32Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn&amp;diff=1116&amp;oldid=prev</id>
		<title>Justin113D at 11:29, 25 August 2025</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn&amp;diff=1116&amp;oldid=prev"/>
		<updated>2025-08-25T11:29:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:29, 25 August 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l54&quot;&gt;Line 54:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Transparency ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Transparency ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;(For some reason) the blend factor is used for the transparency, and not any of the diffuse textures alpha channels.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;(For some reason) the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;b&amp;gt;directional &lt;/ins&gt;blend factor&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/b&amp;gt; &lt;/ins&gt;is used for the transparency, and not any of the diffuse textures alpha channels&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, which makes for limited use cases&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| vertex colors =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| vertex colors =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mediawiki:diff:1.41:old-1115:rev-1116:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Justin113D</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn&amp;diff=1115&amp;oldid=prev</id>
		<title>Justin113D: Added gallery</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn&amp;diff=1115&amp;oldid=prev"/>
		<updated>2025-08-25T11:12:13Z</updated>

		<summary type="html">&lt;p&gt;Added gallery&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:12, 25 August 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l103&quot;&gt;Line 103:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 103:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Texture Blending#Directional blending|Directional blend offset]],&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Texture Blending#Directional blending|Directional blend offset]],&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;,;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;,;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| gallery =&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;File:ShadowGenerations DirectionBlend dpndpn example.jpg{{!}}How &amp;lt;code&amp;gt;DirectionBlend_dpndpn&amp;lt;/code&amp;gt; is used in Shadow Generations to create a &quot;gravel&quot; layer on top of rocky surfaces on Chaos Island&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| features =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| features =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mediawiki:diff:1.41:old-1113:rev-1115:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Justin113D</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn&amp;diff=1113&amp;oldid=prev</id>
		<title>Justin113D: Created page with &quot;{{Shader Documentation | game = Shadow Generations | shader name = DirectionBlend_dpndpn | sbo = model=2, no_noise, no_transparent_layer  | overview = An advanced PBR shader that uses directional blending to interpolate between two texture sets.  | related shaders =  Blend_dpnbdpn, Blend_dpndpn, BlendDetail_dndnd, BlendDetail_dpndpnn, Detail_dpndpn, Detail_dpnn, DirectionBl...&quot;</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DirectionBlend_dpndpn&amp;diff=1113&amp;oldid=prev"/>
		<updated>2025-08-25T10:58:47Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Shader Documentation | game = Shadow Generations | shader name = DirectionBlend_dpndpn | sbo = model=2, no_noise, no_transparent_layer  | overview = An advanced &lt;a href=&quot;/index.php/Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)&quot; title=&quot;Hedgehog Engine 2 - Physically Based Rendering (PBR)&quot;&gt;PBR&lt;/a&gt; shader that uses &lt;a href=&quot;/index.php/Texture_Blending#Directional_blending&quot; title=&quot;Texture Blending&quot;&gt;directional blending&lt;/a&gt; to interpolate between two texture sets.  | related shaders =  Blend_dpnbdpn, Blend_dpndpn, BlendDetail_dndnd, BlendDetail_dpndpnn, Detail_dpndpn, Detail_dpnn, DirectionBl...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Shader Documentation&lt;br /&gt;
| game = Shadow Generations&lt;br /&gt;
| shader name = DirectionBlend_dpndpn&lt;br /&gt;
| sbo = model=2, no_noise, no_transparent_layer&lt;br /&gt;
&lt;br /&gt;
| overview =&lt;br /&gt;
An advanced [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader that uses [[Texture Blending#Directional blending|directional blending]] to interpolate between two texture sets.&lt;br /&gt;
&lt;br /&gt;
| related shaders = &lt;br /&gt;
Blend_dpnbdpn,&lt;br /&gt;
Blend_dpndpn,&lt;br /&gt;
BlendDetail_dndnd,&lt;br /&gt;
BlendDetail_dpndpnn,&lt;br /&gt;
Detail_dpndpn,&lt;br /&gt;
Detail_dpnn,&lt;br /&gt;
DirectionBlend_dpndpnn,&lt;br /&gt;
DirectionBlend_dpnndpn,&lt;br /&gt;
DistanceBlend_dpn&lt;br /&gt;
&lt;br /&gt;
| behavior =&lt;br /&gt;
&lt;br /&gt;
=== Directional blending ===&lt;br /&gt;
&lt;br /&gt;
This shader has two sets of PBR textures:&lt;br /&gt;
* &amp;lt;code&amp;gt;diffuse&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;specular&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;normal&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;diffuse[1]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;specular[1]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;normal[1]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shader uses a &amp;lt;b&amp;gt;blend factor&amp;lt;/b&amp;gt; to [[Texture Blending#Interpolation|interpolate]] from the first set of textures to second one.&lt;br /&gt;
&amp;lt;br/&amp;gt;This &amp;lt;b&amp;gt;blend factor&amp;lt;/b&amp;gt; is calculated using [[Texture Blending#Directional blending|directional blending]].&lt;br /&gt;
&lt;br /&gt;
This involves various inputs:&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{!}}+&lt;br /&gt;
! Input&lt;br /&gt;
! Description&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} Normal map&lt;br /&gt;
{{!}} The &amp;lt;code&amp;gt;normal&amp;lt;/code&amp;gt; texture is applied to the normal direction before calculating the directional blend factor&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} Red vertex color channel&lt;br /&gt;
{{!}} The [[Texture Blending#Variables|directional blend bias]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} &amp;lt;code&amp;gt;DirectionParam&amp;lt;/code&amp;gt; parameter&lt;br /&gt;
{{!}} The [[Texture Blending#Directional blending|directional blend direction]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} &amp;lt;code&amp;gt;NormalBlendParam&amp;lt;/code&amp;gt; parameter&lt;br /&gt;
{{!}} The [[Texture Blending#Directional blending|Directional blend intensity and offset]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} &amp;lt;code&amp;gt;diffuse&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;diffuse[1]&amp;lt;/code&amp;gt; (multiplied together)&lt;br /&gt;
{{!}} The [[Texture Blending#Directional blending|Directional blend limit]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
&lt;br /&gt;
(For some reason) the blend factor is used for the transparency, and not any of the diffuse textures alpha channels.&lt;br /&gt;
&lt;br /&gt;
| vertex colors =&lt;br /&gt;
* The colors...&lt;br /&gt;
** Red channel is used as the [[Texture Blending#Variables|directional blend bias]]&lt;br /&gt;
** Green and blue channels are unused&lt;br /&gt;
* Alpha is unused&lt;br /&gt;
&lt;br /&gt;
| textures =&lt;br /&gt;
diffuse,0,0,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],&lt;br /&gt;
First [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,&lt;br /&gt;
[[Texture Blending#Variables|directional blend limit]];&lt;br /&gt;
&lt;br /&gt;
diffuse,1,2,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],&lt;br /&gt;
Second [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,&lt;br /&gt;
[[Texture Blending#Variables|directional blend limit]];&lt;br /&gt;
&lt;br /&gt;
specular,0,0,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#PRM|PRM]],&lt;br /&gt;
First [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; &amp;lt;br/&amp;gt;Gets multiplied by 0.25,&lt;br /&gt;
First [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,&lt;br /&gt;
First [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,&lt;br /&gt;
First [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]];&lt;br /&gt;
&lt;br /&gt;
specular,1,2,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#PRM|PRM]],&lt;br /&gt;
Second [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; &amp;lt;br/&amp;gt;Gets multiplied by 0.25,&lt;br /&gt;
Second [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,&lt;br /&gt;
Second [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,&lt;br /&gt;
Second [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]];&lt;br /&gt;
&lt;br /&gt;
normal,0,0,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],&lt;br /&gt;
First [[Normal_mapping|Normal map direction]]_,,;&lt;br /&gt;
&lt;br /&gt;
normal,1,2,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],&lt;br /&gt;
Second [[Normal_mapping|Normal map direction]]_,,;&lt;br /&gt;
&lt;br /&gt;
| parameters = &lt;br /&gt;
&lt;br /&gt;
DirectionParam, [[Texture Blending#Directional blending|Directional blend direction]]__,;&lt;br /&gt;
&lt;br /&gt;
NormalBlendParam, &lt;br /&gt;
[[Texture Blending#Directional blending|Directional blend intensity]],&lt;br /&gt;
[[Texture Blending#Directional blending|Directional blend offset]],&lt;br /&gt;
,;&lt;br /&gt;
&lt;br /&gt;
| features =&lt;br /&gt;
is_compute_instancing,&lt;br /&gt;
is_use_tex_srt_anim,&lt;br /&gt;
enable_alpha_threshold,&lt;br /&gt;
is_use_gi_prt,&lt;br /&gt;
is_use_gi_sg,&lt;br /&gt;
is_use_gi&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Justin113D</name></author>
	</entry>
</feed>