Shadow Generations Shaders - DirectionBlend dpndpn: Difference between revisions
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| Justin113D (talk | contribs)  Created page with "{{Shader Documentation | game = Shadow Generations | shader name = DirectionBlend_dpndpn | sbo = model=2, no_noise, no_transparent_layer  | overview = An advanced PBR shader that uses directional blending to interpolate between two texture sets.  | related shaders =  Blend_dpnbdpn, Blend_dpndpn, BlendDetail_dndnd, BlendDetail_dpndpnn, Detail_dpndpn, Detail_dpnn, DirectionBl..." | 
| (No difference) | 
Revision as of 10:58, 25 August 2025
Overview
Shader Behavior Overview
Shader model: 
   [2] Standard (PBR)
Does not support:
An advanced PBR shader that uses directional blending to interpolate between two texture sets.
Related shaders
- Blend_dpnbdpn
- Blend_dpndpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpndpn
- Detail_dpnn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
Directional blending
This shader has two sets of PBR textures:
- diffuse,- specularand- 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 is calculated using directional blending.
This involves various inputs:
| Input | Description | 
|---|---|
| Normal map | The normaltexture is applied to the normal direction before calculating the directional blend factor | 
| Red vertex color channel | The directional blend bias | 
| DirectionParamparameter | The directional blend direction | 
| NormalBlendParamparameter | The Directional blend intensity and offset | 
| diffuseanddiffuse[1](multiplied together) | The Directional blend limit | 
Transparency
(For some reason) the blend factor is used for the transparency, and not any of the diffuse textures alpha channels.
Vertex Colors
- The colors...
- Red channel is used as the directional blend bias
- Green and blue channels are unused
 
- Alpha is unused
Material Inputs
Textures
| Name | Index | UV Index | Kind | Red | Green | Blue | Alpha | 
|---|---|---|---|---|---|---|---|
| diffuse | 0 | 0 | Albedo | First Albedo color | directional blend limit | ||
| diffuse | 1 | 2 | Albedo | Second Albedo color | directional blend limit | ||
| 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
| Name | X | Y | Z | W | 
|---|---|---|---|---|
| DirectionParam | Directional blend direction | N/A | ||
| NormalBlendParam | Directional blend intensity | Directional blend offset | 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 |