Shadow Generations Standard Shader Behaviors: Difference between revisions
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|Standard (PBR) | |Standard (PBR) | ||
|The "default" shading model, which is used by the majority of all material shaders. It uses the standard [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|physically based rendering]] lighting model. | |The "default" shading model, which is used by the majority of all material shaders. It uses the standard [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|physically based rendering]] lighting model. | ||
This shading model is also affected by [[Hedgehog_Engine_2_-_Weather|weather effects]] | |||
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Revision as of 18:50, 7 August 2025
The majority of all shadow generations shaders make use of "shader models", which loosely determine how a shader interacts with lighting or more.
Index | Name | Description |
---|---|---|
0 | Clear | Technically, this is the "no shader model" shader model, and so far no shader has been discovered that uses it. It is used to determine where to draw the skybox |
1 | Unlit | These shaders do no interact with lighting at all, but just render out the emission channel and use that as is. These shaders allow for custom lighting behavior. |
2 | Standard (PBR) | The "default" shading model, which is used by the majority of all material shaders. It uses the standard physically based rendering lighting model.
This shading model is also affected by weather effects |
3 | Subsurface Scattering (PBR) | Identical to the standard PBR model, with added subsurface scattering lighting. |
4 | Anisotropic Reflections (PBR) | Identical to the standard PBR model, with one exception: Reflections are rendered using with anisotropic distribution.
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5 | Unknown | |
6 | Unknown | |
7 | Unknown |