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Shadow Generations Shaders - Common dpn: Difference between revisions

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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpn}}
{{Shader Documentation
[[Shadow Generations Shaders|Return to shaders list]]
| game = Shadow Generations
| shader name = Common_dpn
| sbo = model=2


The standard PBR shader with no special logic.
| overview =
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with no special behavior.


=== Related shaders ===
| related shaders =  
* [[Shadow Generations Shaders - Common_d|Common_d]]
Common_d,
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
Common_dn,
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
Common_dp,
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
Common_dpna,
* [[Shadow Generations Shaders - Common_dpnm|Common_dpnm]]
Common_dpnm,
* [[Shadow Generations Shaders - Common_dither_dpn|Common_dither_dpn]]
Common_dither_dpn


== Behavior ==
| vertex colors =
* Color is multiplied into the <code>diffuse</code> texture color
* Alpha is multiplied into the <code>diffuse</code> texture alpha


* Supports all [[Mesh Layers|mesh layers]]
| textures =
* Uses [[Shadow_Generations_Shader_Models|Shader model 2 (Standard)]]
diffuse,0,0,
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,
[[Opacity|Opacity]];


== Textures ==
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]];


{{Shader Texture Table Header}}
normal,0,2,
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
[[Normal_mapping|Normal map direction]]_,,;


!<code>diffuse</code>
| features =
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
is_compute_instancing,
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
is_use_tex_srt_anim,
|Transparency
enable_deferred_rendering,
enable_alpha_threshold,
is_use_gi_prt,
is_use_gi_sg,
is_use_gi,
u_model_user_flag_0


|-
}}
 
!<code>specular</code>
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor (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]]
 
|-
 
!<code>normal</code>
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]]
|colspan="3"|Normal map direction
|N/A
 
|}
 
== Parameters ==
 
This shader does not use any parameters
 
== Vertex Colors ==
 
* Color is multiplied into the <code>diffuse</code> texture color*
** *Exception: The model is using vertex animation textures
* Alpha is multiplied into the <code>diffuse</code> texture alpha.
 
== Technical ==
 
Uses the [[Shadow_Generations_Shaders_-_common_vs|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>
|-
|<code>u_model_user_flag_0</code>
|}

Latest revision as of 17:42, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

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
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