Shadow Generations Shaders - Common dpn: Difference between revisions
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* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]] | * Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]] | ||
* Uses [[Hedgehog Engine 2 - Weather|weather effects]] | * Uses [[Hedgehog Engine 2 - Weather|weather effects]] | ||
* Uses the default shading model | |||
* Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures) | * Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures) | ||
Latest revision as of 18:04, 12 July 2025
The standard PBR shader with no special logic.
Related shaders
Behavior
- Supports deferred rendering
- Supports compute instancing
- Supports transparency blending
- Supports transparency clipping
- Supports
u_model_user_flag_0
(?) - Uses the PBR lighting model
- Uses weather effects
- Uses the default shading model
- Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
Textures
Name | Index | Info |
---|---|---|
diffuse | 0 | A standard albedo texture.
Uses alpha channel for transparency. Uses the 1st UV channel. |
specular | 0 | A standard PRM texture.
Uses the 1st UV channel. |
normal | 0 | A standard normal map texture.
Attempts to use the 3rd UV channel. |
Parameters
This shader does not use any parameters
Technical
Uses the default vertex shader.
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 |
u_model_user_flag_0 |