Shadow Generations Shaders - Detail dpndpn: Difference between revisions
Appearance
	
	
| Justin113D (talk | contribs)  Added page | Justin113D (talk | contribs)  Formatting | ||
| Line 52: | Line 52: | ||
| {{!}}} | {{!}}} | ||
| The shader uses <code>detailDistance</code> and <code>detailFadeRange</code> from the stage RFL to determine the detail range. | <br/>The shader uses <code>detailDistance</code> and <code>detailFadeRange</code> from the stage RFL to determine the detail range. | ||
| | vertex colors = | | vertex colors = | ||
Revision as of 18:16, 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 set of detail textures.
Related shaders
- Blend_dpndpn
- Blend_dpnbdpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpnn
- DirectionBlend_dpndpn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
Uses distance blending to interpolate
- from the first set of textures
- to the first set of texture with the second set of texture blended into them.
Each of the second textures is blended into the first differently:
| Texture property | blend method | 
|---|---|
| Albedo | Uses detail blending | 
| Transparency | Not blended | 
| Specular | Not blended | 
| Roughness | Uses detail blending | 
| Metallic | Addition; Remaps the detail metallic to a range of -1to1beforehand | 
| Ambient Occlusion | Multiplication | 
| Normal | Uses normal blending | 
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 | ||
| diffuse | 0 | 0 | Detail albedo | Detail color | N/A | ||
| specular | 0 | 0 | PRM | Specular factor; Gets multiplied by 0.25 | Smoothness factor | Metallic factor | Ambient Occlusion | 
| specular | 1 | 2 | Detail PRM | N/A | Detail Smoothness | Detail Metallic | Detail Ambient Occlusion | 
| normal | 0 | 0 | Normal map | Normal map direction | N/A | N/A | |
| normal | 1 | 2 | Detail Normal map | Detail Normal map direction | N/A | N/A | |
Parameters
| Name | X | Y | Z | W | 
|---|---|---|---|---|
| DetailFactor | UV scale for the second set of textures | 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 |