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=== Related shaders ===
=== Related shaders ===
* [[Shadow Generations Shaders - Common_d|Common_d]]
* [[Shadow Generations Shaders - Common_d|Common_d]]
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
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== Behavior ==
== Behavior ==


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
* Supports all [[Mesh Layers|mesh layers]]
* Supports compute instancing
* Uses [[Shadow_Generations_Shader_Models|Shader model 2 (Standard)]]
* Supports [[Mesh Layers#Transparent|transparency blending]]
* Uses [[Transparency Dithering#Noise Dithering|noise dithering]]
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
** Uses [[Transparency Dithering#Noise Dithering|noise dithering]]
* Supports <code>u_model_user_flag_0</code> (?)
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
* 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)


== Textures ==
== Textures ==


{| class="wikitable" width="100%"
{{Shader Texture Table Header}}
|+
 
! width=10% |Name
!<code>diffuse</code>
! width=1% |Index
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
!Info
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
|Transparency
 
|-
|-
|<code>diffuse</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.


Uses alpha channel for transparency.
!<code>specular</code>
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor;
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]]


Uses the 1st UV channel.
|-
|-
|<code>specular</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#PRM|PRM]] texture.


Uses the 1st UV channel.
!<code>normal</code>
|-
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|normal map]]
|<code>normal</code>
|colspan="2"|Normal map direction
|0
|N/A||N/A
|A standard [[Hedgehog Engine 2 - Textures#Normal map|normal map]] texture.


Attempts to use the 3rd UV channel.
|}
|}


== Parameters ==
== Parameters ==


{| class="wikitable" width="100%"
{{Shader Parameter Table Header}}
|+
 
! width=10% |Name
!<code>diffuse</code>
! X
! Y
! Z
! W
|-
|<code>diffuse</code>
| N/A
| N/A
| N/A
| N/A
| N/A
| N/A
| Multiplied into the diffuse texture alpha
| Multiplied into the diffuse texture alpha
|}
|}
== Vertex Colors ==
* Color is multiplied into the <code>diffuse</code> texture color*
** *Exception: The model is using vertex animation textures
* Alpha is multiplied into the <code>diffuse</code> texture alpha.


== Technical ==
== Technical ==


Uses the default vertex shader.
Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]].


{| class="mw-collapsible mw-collapsed wikitable" width="300px"
{| class="mw-collapsible mw-collapsed wikitable" width="300px"

Latest revision as of 10:24, 8 August 2025

Return to shaders list

The standard PBR shader using noise dithering. Also supports modifying material transparency using the diffuse color parameter.

Related shaders

Behavior

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo Albedo color Transparency
specular 0 0 PRM Specular factor;

Gets multiplied by 0.25

Smoothness factor Metallic factor Ambient Occlusion
normal 0 2 normal map Normal map direction N/A N/A

Parameters

Name

X

Y

Z

W

diffuse N/A N/A N/A Multiplied into the diffuse texture alpha

Vertex Colors

  • Color is multiplied into the diffuse texture color*
    • *Exception: The model is using vertex animation textures
  • Alpha is multiplied into the diffuse texture alpha.

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
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