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


A standard PBR shader with an emission layer and a luminance texture slot for additional brightness control.
| overview =
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader (including [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|emission]]) and a [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|luminance]] texture slot for additional brightness control.


=== Related shaders ===
| related shaders =  
* [[Shadow Generations Shaders - Emission_d|Emission_d]]
Emission_d,
* [[Shadow Generations Shaders - Emission_dE|Emission_dE]]
Emission_dE,
* [[Shadow Generations Shaders - Emission_dnE|Emission_dnE]]
Emission_dnE,
* [[Shadow Generations Shaders - Emission_dpE|Emission_dpE]]
Emission_dpE,
* [[Shadow Generations Shaders - Emission_dpnE|Emission_dpnE]]
Emission_dpnE


== Textures ==
| behavior =
Multiplies the <code>transparency</code> textures red channel into the <code>emission</code> textures color.


{{Shader Texture Table Header}}
| vertex colors =
* Color is multiplied into the <code>diffuse</code> texture color
* Alpha is multiplied into the <code>emission</code> texture color


!<code>diffuse</code>
| textures =
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
diffuse,0,0,
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
|Transparency
[[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]];


!<code>specular</code>
normal,0,0,
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor;  
[[Normal_mapping|Normal map direction]]_,,;
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]]


|-
emission,0,2,
[[Hedgehog Engine 2 - Textures#Emission|Emission]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|Emission]] color__,;


!<code>normal</code>
transparency,0,3,
|0||0||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]]
Luminance,
|colspan="2"|Normal map direction
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|Luminance]]\;<br/>Multiplied into the <code>emissive</code> texture color,,,;
|N/A||N/A


|-
| parameters =


!<code>emission</code>
ambient,
|0||2||[[Hedgehog Engine 2 - Textures#Emission|Emission]]
(RGB) Multiplied into the <code>emissive</code> texture color__,;
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|Emission]] color
|N/A


|-
Luminance,
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|Luminance]]\;<br/>Multiplied into the <code>emissive</code> texture color,,,;


!<code>transparency</code>
| features =
|0||3||Luminance
is_use_tex_srt_anim,
|Luminance;
enable_deferred_rendering,
Gets multiplied into the <code>emission</code> texture color
enable_alpha_threshold,
|N/A||N/A||N/A
is_use_gi_prt,
is_use_gi_sg,
is_use_gi,
u_model_user_flag_0


|}
}}
 
== Parameters ==
 
{{Shader Parameter Table Header}}
 
!<code>ambient</code>
|colspan="3"|(RGB) Multiplied into the <code>emission</code> texture color
|N/A
 
|-
 
!<code>Luminance</code>
| Multiplied into the <code>emission</code> texture color
| N/A
| N/A
| N/A
 
|}
 
== Vertex Colors ==
 
* Color is multiplied into the <code>diffuse</code> texture color*
** *Exception: The model is using vertex animation textures
* Alpha: Gets multiplied into the <code>emission</code> texture color
 
== Technical ==
 
Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]].
 
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!Shader Features
|-
|<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 17:43, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)
Does not support:

A standard PBR shader (including emission) and a luminance texture slot for additional brightness control.

Related shaders

Behavior

Multiplies the transparency textures red channel into the emission textures color.

Vertex Colors

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

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 0 Normal map Normal map direction N/A N/A
emission 0 2 Emission Emission color N/A
transparency 0 3 Luminance Luminance;
Multiplied into the emissive texture color
N/A N/A N/A

Parameters

Name

X

Y

Z

W

ambient (RGB) Multiplied into the emissive texture color N/A
Luminance Luminance;
Multiplied into the emissive texture color
N/A N/A N/A

Technical

Shader Features
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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