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	<title>Shadow Generations Shaders - DistanceBlend dpn - Revision history</title>
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	<updated>2026-04-08T13:35:55Z</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_-_DistanceBlend_dpn&amp;diff=1133&amp;oldid=prev</id>
		<title>Justin113D: Fixed title</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DistanceBlend_dpn&amp;diff=1133&amp;oldid=prev"/>
		<updated>2025-08-25T15:31:14Z</updated>

		<summary type="html">&lt;p&gt;Fixed title&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&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 15:31, 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-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&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;{{Shader Documentation&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;{{Shader Documentation&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;| game = Shadow Generations&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;| game = Shadow Generations&lt;/div&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;| shader name = &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blend_dpndpn&lt;/del&gt;&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;| shader name = &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;DistanceBlend_dpn&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;div&gt;| sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing&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;| sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing&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;

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		<author><name>Justin113D</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DistanceBlend_dpn&amp;diff=1132&amp;oldid=prev</id>
		<title>Justin113D: Created page with &quot;{{Shader Documentation | game = Shadow Generations | shader name = Blend_dpndpn | sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing  | overview =  An advanced PBR shader that uses distance blending to blend between 3 sets of textures.  | related shaders =  Blend_dpndpn, Blend_dpnbdpn, BlendDetail_dndnd, BlendDetail_dpndpnn, Detail_dpndpn, Detail_dpnn, Direct...&quot;</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Shadow_Generations_Shaders_-_DistanceBlend_dpn&amp;diff=1132&amp;oldid=prev"/>
		<updated>2025-08-25T15:30:08Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Shader Documentation | game = Shadow Generations | shader name = Blend_dpndpn | sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing  | 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#Distance_blending&quot; title=&quot;Texture Blending&quot;&gt;distance blending&lt;/a&gt; to blend between 3 sets of textures.  | related shaders =  Blend_dpndpn, Blend_dpnbdpn, BlendDetail_dndnd, BlendDetail_dpndpnn, Detail_dpndpn, Detail_dpnn, Direct...&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 = Blend_dpndpn&lt;br /&gt;
| sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing&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#Distance blending|distance blending]] to blend between 3 sets of textures.&lt;br /&gt;
&lt;br /&gt;
| related shaders = &lt;br /&gt;
Blend_dpndpn,&lt;br /&gt;
Blend_dpnbdpn,&lt;br /&gt;
BlendDetail_dndnd,&lt;br /&gt;
BlendDetail_dpndpnn,&lt;br /&gt;
Detail_dpndpn,&lt;br /&gt;
Detail_dpnn,&lt;br /&gt;
DirectionBlend_dpndpn,&lt;br /&gt;
DirectionBlend_dpndpnn,&lt;br /&gt;
DirectionBlend_dpnndpn&lt;br /&gt;
&lt;br /&gt;
| behavior = &lt;br /&gt;
This shader uses [[Texture Blending#Distance blending|distance blending]] to blend between 3 sets of PBR textures:&lt;br /&gt;
* &amp;lt;code&amp;gt;diffuse&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;diffuse[1]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;diffuse[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;normal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;normal[1]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;normal[2]&amp;lt;/code&amp;gt;&lt;br /&gt;
* The &amp;lt;code&amp;gt;specular&amp;lt;/code&amp;gt; texture counts as 3 different textures, each color channel containing the smoothness for a different set.&lt;br /&gt;
&lt;br /&gt;
The specular factor is the same for every set, and the ambient occlusion from the &amp;lt;code&amp;gt;specular&amp;lt;/code&amp;gt; texture only gets used for the first set, while the second and third sets don&amp;#039;t receive any ambient occlusion.&lt;br /&gt;
&lt;br /&gt;
The shaders &amp;lt;code&amp;gt;DistanceBlend&amp;lt;/code&amp;gt; parameter determines at which distance to blend to each texture set:&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; are used to blend to the second set of textures&lt;br /&gt;
* &amp;lt;code&amp;gt;Z&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; are used to blend to the third set of textures&lt;br /&gt;
&lt;br /&gt;
The third set has priority over the second set, so if the distances are set up so that the third set starts blending in before the second, then the second won&amp;#039;t be visible at all.&lt;br /&gt;
&lt;br /&gt;
| vertex colors =&lt;br /&gt;
* Color is multiplied into the &amp;lt;code&amp;gt;diffuse&amp;lt;/code&amp;gt; texture color&lt;br /&gt;
* Alpha is multiplied into the &amp;lt;code&amp;gt;diffuse&amp;lt;/code&amp;gt; texture alpha&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;
First [[Opacity|opacity]];&lt;br /&gt;
&lt;br /&gt;
diffuse,1,Any,&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;
Second [[Opacity|opacity]];&lt;br /&gt;
&lt;br /&gt;
diffuse,2,Any,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],&lt;br /&gt;
Third [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|albedo]] color__,&lt;br /&gt;
Third [[Opacity|opacity]];&lt;br /&gt;
&lt;br /&gt;
specular,0,0,,&lt;br /&gt;
First [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|smoothness]] factor,&lt;br /&gt;
Second [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|smoothness]] factor,&lt;br /&gt;
Third [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|smoothness]] factor,&lt;br /&gt;
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]];&lt;br /&gt;
&lt;br /&gt;
normal,0,2,&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,Any,&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;
normal,2,Any,&lt;br /&gt;
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],&lt;br /&gt;
Third [[Normal_mapping|normal map direction]]_,,;&lt;br /&gt;
&lt;br /&gt;
| parameters = &lt;br /&gt;
&lt;br /&gt;
DistanceBlend,&lt;br /&gt;
First distance center,&lt;br /&gt;
First fade range,&lt;br /&gt;
Second distance center,&lt;br /&gt;
Second fade range;&lt;br /&gt;
&lt;br /&gt;
DetailFactor,&lt;br /&gt;
UV scale for the&lt;br /&gt;
* &amp;lt;code&amp;gt;diffuse[1]&amp;lt;/code&amp;gt; texture&lt;br /&gt;
* &amp;lt;code&amp;gt;normal[1]&amp;lt;/code&amp;gt; texture &lt;br /&gt;
* &amp;lt;code&amp;gt;specular&amp;lt;/code&amp;gt; texture &amp;lt;br/&amp;gt;(only for sampling the second smoothness factor),&lt;br /&gt;
UV scale for the &lt;br /&gt;
* &amp;lt;code&amp;gt;diffuse[2]&amp;lt;/code&amp;gt; texture&lt;br /&gt;
* &amp;lt;code&amp;gt;normal[2]&amp;lt;/code&amp;gt; texture &lt;br /&gt;
* &amp;lt;code&amp;gt;specular&amp;lt;/code&amp;gt; texture &amp;lt;br/&amp;gt;(only for sampling the third smoothness factor),,;&lt;br /&gt;
&lt;br /&gt;
PBRFactor,&lt;br /&gt;
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor,,,;&lt;br /&gt;
&lt;br /&gt;
| features =&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;/div&gt;</summary>
		<author><name>Justin113D</name></author>
	</entry>
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