Shadow Generations Shaders - Common dpnm: Difference between revisions
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{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| shader name = Common_dpnm | |||
| sbo = model=2, no_noise | |||
A standard PBR shader | | overview = | ||
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with an additional mask texture to apply a color decal. | |||
| related shaders = | |||
Common_dpn | |||
= | | behavior = | ||
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color. | |||
<br/>This is useful if you want to animate specific regions of a material with a single color. | |||
* | | vertex colors = | ||
* | * Color is multiplied into the <code>diffuse</code> texture color | ||
* Alpha is multiplied into the <code>diffuse</code> texture alpha | |||
= | | textures = | ||
diffuse,0,0, | |||
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | |||
[[Opacity|Opacity]]; | |||
diffuse,1,0, | |||
Mask, | |||
Controls the visibility of the <code>diffuse</code> parameter color,,,; | |||
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]]; | |||
| | normal,0,0, | ||
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | |||
[[Normal_mapping|Normal map direction]]_,,; | |||
| parameters = | |||
diffuse, (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code>__,; | |||
| | | gallery = | ||
!<code> | File:SXSG Common dpnm example.jpg{{!}}Using <code>Common_dpnm</code> to overlay a red color over a ground texture using the HedgeDocs logo | ||
| | | features = | ||
is_compute_instancing, | |||
is_use_tex_srt_anim, | |||
enable_deferred_rendering, | |||
enable_alpha_threshold, | |||
is_use_gi_prt, | |||
is_use_gi_sg, | |||
is_use_gi | |||
}} | |||
Latest revision as of 20:45, 22 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
A standard PBR shader with an additional mask texture to apply a color decal.
Related shaders
Behavior
The diffuse [1]
texture is a mask that controls the visibility of the diffuse
parameter color, which gets multiplied with the diffuse
texture color.
This is useful if you want to animate specific regions of a material with a single color.
Vertex Colors
- Color is multiplied into the
diffuse
texture color - Alpha is multiplied into the
diffuse
texture alpha
Material Inputs
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | 0 | Albedo | Albedo color | Opacity | ||
diffuse
|
1 | 0 | Mask | Controls the visibility of the diffuse parameter color
|
N/A | N/A | N/A |
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 |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
(RGB) Color multiplied with the sampled diffuse texture color based on diffuse [1]
|
N/A |
Gallery
-
Using
Common_dpnm
to overlay a red color over a ground texture using the HedgeDocs logo
Technical
Shader Features |
---|
is_compute_instancing
|
is_use_tex_srt_anim
|
enable_deferred_rendering
|
enable_alpha_threshold
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|