Shadow Generations Shaders - Blend dpndpn: Difference between revisions
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Justin113D (talk | contribs) Added multi tangent block |
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| related shaders = | | related shaders = | ||
Blend_dpnbdpn | Blend_dpnbdpn, | ||
BlendDetail_dndnd, | |||
BlendDetail_dpndpnn, | |||
Detail_dpndpn, | |||
Detail_dpnn, | |||
DirectionBlend_dpndpn, | |||
DirectionBlend_dpndpnn, | |||
DirectionBlend_dpnndpn, | |||
DistanceBlend_dpn | |||
| behavior = | | behavior = | ||
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* For the <code>diffuse</code> textures, the <b>blend factor</b> is the vertex alpha multiplied by the <code>diffuse[1]</code> texture alpha. | * For the <code>diffuse</code> textures, the <b>blend factor</b> is the vertex alpha multiplied by the <code>diffuse[1]</code> texture alpha. | ||
| vertex | | multi tangent = | ||
When enabled, the second set of tangents will be used to unpack the <code>normal[1]</code> texture. | |||
| vertex colors = | |||
* Color is multiplied into the diffuse texture color (after blending) | * Color is multiplied into the diffuse texture color (after blending) | ||
* Alpha is used as the basis for the blend factor | * Alpha is used as the basis for the blend factor |
Latest revision as of 17:44, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
Does not support:
[2] Standard (PBR)
Supports:
Does not support:
An advanced PBR shader that lets you blend between two sets of textures using vertex colors.
Related shaders
- Blend_dpnbdpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpndpn
- Detail_dpnn
- DirectionBlend_dpndpn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
This shader has two sets of PBR textures:
diffuse
,specular
andnormal
diffuse[1]
,specular[1]
andnormal[1]
The shader uses a blend factor to interpolate from the first texture set to the second texture set.
- For the
specular
andnormal
textures, blend factor is just the vertex alpha. - For the
diffuse
textures, the blend factor is the vertex alpha multiplied by thediffuse[1]
texture alpha.
Multi-tangent
When enabled, the second set of tangents will be used to unpack the normal[1]
texture.
Vertex Colors
- Color is multiplied into the diffuse texture color (after blending)
- Alpha is used as the basis for the blend factor
Material Inputs
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | 0 | Albedo | First Albedo color | N/A | ||
diffuse
|
1 | 2 | Albedo | Second Albedo color | Multiplied into the vertex alpha (blend factor), but only for when blending the two diffuse textures! | ||
specular
|
0 | 0 | PRM | First Specular factor; Gets multiplied by 0.25 |
First Smoothness factor | First Metallic factor | First Ambient Occlusion |
specular
|
1 | 2 | PRM | Second Specular factor; Gets multiplied by 0.25 |
Second Smoothness factor | Second Metallic factor | Second Ambient Occlusion |
normal
|
0 | 0 | Normal map | First Normal map direction | N/A | N/A | |
normal
|
1 | 2 | Normal map | Second Normal map direction | N/A | N/A |
Parameters
This shader does not use any parameters.
Technical
Shader Features |
---|
is_use_tex_srt_anim
|
enable_multi_tangent_space
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|