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Shadow Generations Shaders - Blend dpndpn: Difference between revisions

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| overview =  
| overview =  
An advanced PBR shader that lets you blend between two sets of textures using vertex colors.
An advanced [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader that lets you blend between two sets of textures using vertex alpha.


| 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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* <code>diffuse[1]</code>, <code>specular[1]</code> and <code>normal[1]</code>
* <code>diffuse[1]</code>, <code>specular[1]</code> and <code>normal[1]</code>


The shader uses a <b>blend factor</b> to [[Texture Blending#Interpolation|interpolate]] from the first texture set to the second texture set.
The shader uses a <b>blend factor</b> to [[Texture Blending#Interpolation|interpolate]] from the first set of textures to second one.
<br/>This <b>blend factor</b> consists of just the vertex alpha.


* For the <code>specular</code> and <code>normal</code> textures, <b>blend factor</b> is just the vertex alpha.
* For the <code>specular</code> and <code>normal</code> textures, the <b>blend factor</b> is used as is.
* 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 multiplied by the <code>diffuse[1]</code> texture alpha.


| vertex color =
| multi tangent =
* Color is multiplied into the diffuse texture color (after blending)
When enabled, the second set of tangents will be used to [[Normal_mapping#Tangent_Space|unpack]] the <code>normal[1]</code> texture.
* Alpha is used as the basis for the blend factor
 
| vertex colors =
* Color is multiplied into the blended together diffuse texture color
* Alpha is used as the basis for the <b>blend factor</b>


| textures =
| textures =
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[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
Second [[Normal_mapping|Normal map direction]]_,,;
Second [[Normal_mapping|Normal map direction]]_,,;
| gallery =
File:ShadowGenerations Blend dpndpn example.jpg{{!}}How <code>Blend_dpndpn</code> is used to transition from the bridge to the grass


| features =
| features =

Latest revision as of 10:38, 25 August 2025

Return to shaders list

Overview

Shader Behavior Overview

An advanced PBR shader that lets you blend between two sets of textures using vertex alpha.

Related shaders

Behavior

This shader has two sets of PBR textures:

  • diffuse, specular and normal
  • diffuse[1], specular[1] and normal[1]

The shader uses a blend factor to interpolate from the first set of textures to second one.
This blend factor consists of just the vertex alpha.

  • For the specular and normal textures, the blend factor is used as is.
  • For the diffuse textures, the blend factor is multiplied by the diffuse[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 blended together diffuse texture color
  • 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.

Gallery

Technical

Shader Features
is_use_tex_srt_anim
enable_multi_tangent_space
is_use_gi_prt
is_use_gi_sg
is_use_gi
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