Shadow Generations Shaders - Detail dpnn: Difference between revisions
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| Justin113D (talk | contribs)  Added gallery and RFL variable names | Justin113D (talk | contribs)  Simplified detail normal map documentation | ||
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| normal,1,2, | normal,1,2, | ||
| Detail [[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | Detail [[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | ||
| [[Normal_mapping|Normal map direction]]  | Detail [[Normal_mapping|Normal map direction]]_,,; | ||
| | parameters = | | parameters = | ||
Revision as of 19:58, 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 | Detail Normal map direction | 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
