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Shadow Generations Shaders - Common d: Difference between revisions

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{{DISPLAYTITLE:Shadow Generations Shaders - Common_d}}
{{Shader Documentation
| game = Shadow Generations
| shader name = Common_d
| sbo = model=2, no_noise


[[Shadow Generations Shaders|Return to shaders list]]
| overview =
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with no special behavior.


A standard PBR shader with no special logic.
| related shaders =
Common_dn,
Common_dp,
Common_dpn,
Common_dpna,
Common_dither_dpn


=== Related shaders ===
| vertex colors =
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* Color is multiplied into the <code>diffuse</code> texture color
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
* Alpha is multiplied into the <code>diffuse</code> texture alpha
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
* [[Shadow Generations Shaders - Common_dither_dpn|Common_dither_dpn]]


== Behavior ==
| textures =
diffuse,0,0,
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,
[[Opacity|Opacity]];


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
| parameters =
* Supports compute instancing
PBRFactor,
* Supports [[Mesh Layers#Transparent|transparency blending]]
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor,
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,
* Uses [[Hedgehog Engine 2 - Weather|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 ==
| 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


{| class="wikitable" width="100%"
}}
|+
! width=10% |Name
! width=1% |Index
!Info
|-
|<code>diffuse</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.
 
Uses alpha channel for transparency.
 
Uses the 1st UV channel.
|}
 
== Parameters ==
 
{| class="wikitable" width="100%"
|+
! width=10% |Name
! X
! Y
! Z
! W
|-
|<code>PBRFactor</code>
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
| N/A
|}
 
== Technical ==
 
Uses the default vertex shader.
 
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!Shader Features
|-
|<code>is_compute_instancing</code>
|-
|<code>is_use_tex_srt_anim</code>
|-
|<code>enable_deferred_rendering</code>
|-
|<code>enable_alpha_threshold</code>
|-
|<code>is_use_gi_prt</code>
|-
|<code>is_use_gi_sg</code>
|-
|<code>is_use_gi</code>
|}

Latest revision as of 17:41, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)
Does not support:

A standard PBR shader with no special behavior.

Related shaders

Behavior

Vertex Colors

  • Color is multiplied into the diffuse texture color
  • Alpha is multiplied into the diffuse texture alpha

Material Inputs

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo Albedo color Opacity

Parameters

Name

X

Y

Z

W

PBRFactor Specular factor Smoothness factor Metallic factor N/A

Technical

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
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