Shadow Generations Shaders - Common dpn: Difference between revisions
Appearance
Justin113D (talk | contribs) Added Common_dpnm reference |
Justin113D (talk | contribs) Updated vertex colors parameter |
||
(13 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| shader name = Common_dpn | |||
| sbo = model=2 | |||
| overview = | |||
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with no special behavior. | |||
| related shaders = | |||
Common_d, | |||
Common_dn, | |||
Common_dp, | |||
Common_dpna, | |||
Common_dpnm, | |||
Common_dither_dpn | |||
= | | vertex colors = | ||
* Color is multiplied into the <code>diffuse</code> texture color | |||
* Alpha is multiplied into the <code>diffuse</code> texture alpha | |||
| textures = | |||
diffuse,0,0, | |||
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | |||
[[Opacity|Opacity]]; | |||
specular,0,0, | |||
[[Hedgehog Engine 2 - Textures#PRM|PRM]], | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; <br/>Gets multiplied by 0.25, | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor, | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor, | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]]; | |||
normal,0,2, | |||
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | |||
[[Normal_mapping|Normal map direction]]_,,; | |||
| 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 | |||
}} | |||
Latest revision as of 17:42, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
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 | ||
specular
|
0 | 0 | PRM | Specular factor; Gets multiplied by 0.25 |
Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 2 | Normal map | Normal map direction | N/A | N/A |
Parameters
This shader does not use any parameters.
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
|
u_model_user_flag_0
|