Shadow Generations Shaders - Detail dpnn: Difference between revisions
Appearance
	
	
| Justin113D (talk | contribs)  Added page | Justin113D (talk | contribs)  Added gallery and RFL variable names | ||
| Line 22: | Line 22: | ||
| * from the <code>normal</code> texture | * from the <code>normal</code> texture | ||
| * to the <code>normal</code> and <code>normal[1]</code> textures [[Texture Blending#Normal map blending|blended]] together. | * to the <code>normal</code> and <code>normal[1]</code> textures [[Texture Blending#Normal map blending|blended]] together. | ||
| The shader uses <code>detailDistance</code> and <code>detailFadeRange</code> from the stage RFL to determine the detail range. | |||
| | vertex colors = | | vertex colors = | ||
| Line 62: | Line 65: | ||
| }} | }} | ||
| == Gallery == | |||
| <gallery perrow="4" widths="400px" heights="300px" mode="nolines"> | |||
| File:ShadowGenerations Detail dpnn example.jpg|How <code>Detail_dpnn</code> is used for cliffs in Rail Canyon to blend in detail normals when the camera is closer to the surface | |||
| </gallery> | |||
Revision as of 17:22, 22 August 2025
Overview
Shader Behavior Overview
Shader model: 
   [2] Standard (PBR)
Does not support:
An advanced PBR shader that uses distance blending to blend in a detail normal map.
Related shaders
- Blend_dpndpn
- Blend_dpnbdpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpndpn
- DirectionBlend_dpndpn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
Uses distance blending to interpolate
- from the normaltexture
- to the normalandnormal[1]textures blended together.
The shader uses detailDistance and detailFadeRange from the stage RFL to determine the detail range.
Vertex Colors
- Color is multiplied into the diffusetexture color
- Alpha is multiplied into the diffusetexture 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 | 0 | Normal map | Normal map direction | N/A | N/A | |
| normal | 1 | 2 | Detail Normal map | Normal map direction that is blended into the normaltexture based on camera distance | N/A | N/A | |
Parameters
| Name | X | Y | Z | W | 
|---|---|---|---|---|
| DetailFactor | UV scale for the normal[1]texture | N/A | N/A | N/A | 
Technical
| Shader Features | 
|---|
| is_compute_instancing | 
| is_use_tex_srt_anim | 
| enable_alpha_threshold | 
| is_use_gi_prt | 
| is_use_gi_sg | 
| is_use_gi | 
Gallery
- 
			
			HowDetail_dpnnis used for cliffs in Rail Canyon to blend in detail normals when the camera is closer to the surface
