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Shadow Generations Shaders - Common dpna: Difference between revisions

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


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


Useful for when wanting more variety in the transparency without having it tile the same way as the diffuse texture, as the transparency texture uses the fourth UV channel.
Useful for when wanting more varying transparency without having it tile the same way as the <code>diffuse</code> texture, as the <code>transparency</code> texture uses the fourth UV channel.


=== 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_dpn|Common_dpn]]
Common_dpn,
* [[Shadow Generations Shaders - Common_dither_dpn|Common_dither_dpn]]
Common_dither_dpn


== Behavior ==
| behavior =
Multiplies the <code>transparency</code> textures red channel into the <code>diffuse</code> texture alpha to alter the transparency.


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
| vertex colors =
* Supports compute instancing
* Color is multiplied into the <code>diffuse</code> texture color
* Supports [[Mesh Layers#Transparent|transparency blending]]
* Alpha is multiplied into the <code>diffuse</code> texture alpha
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
* Supports <code>u_model_user_flag_0</code> (?)
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
* 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 ==
| textures =
diffuse,0,0,
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,
[[Opacity|Opacity]];


{| class="wikitable" width="100%"
specular,0,0,
|+
[[Hedgehog Engine 2 - Textures#PRM|PRM]],
! width=10% |Name
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; <br/>Gets multiplied by 0.25,
! width=1% |Index
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,
!Info
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,
|-
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]];
|<code>diffuse</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.


Uses alpha channel for transparency.
normal,0,2,
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
[[Normal_mapping|Normal map direction]]_,,;


Uses the 1st UV channel.
transparency,0,3,
|-
[[Hedgehog Engine 2 - Textures#Transparency|Transparency]],
|<code>transparency</code>
[[Opacity|Opacity]]\;<br/>Gets multiplied into the <code>diffuse</code> texture alpha,,,;
|0
|A standard [[Hedgehog Engine 2 - Textures#Transparency|transparency]] texture.


The red channel is multiplied with the alpha channel of the diffuse texture.
| 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


Attempts to use the 4th UV channel.
}}
|-
|<code>specular</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#PRM|PRM]] texture.
 
Uses the 1st UV channel.
|-
|<code>normal</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Normal map|normal map]] texture.
 
Attempts to use the 3rd UV channel.
|}
 
== Parameters ==
 
This shader does not use any parameters
 
== 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>
|-
|<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 an additional transparency texture.

Useful for when wanting more varying transparency without having it tile the same way as the diffuse texture, as the transparency texture uses the fourth UV channel.

Related shaders

Behavior

Multiplies the transparency textures red channel into the diffuse texture alpha to alter the transparency.

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
transparency 0 3 Transparency Opacity;
Gets multiplied into the diffuse texture alpha
N/A 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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