Shadow Generations Shaders - Common dither dpn: Difference between revisions
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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_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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{{Shader Texture Table Header}} | {{Shader Texture Table Header}} | ||
!<code>diffuse</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]] | |0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]] | ||
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color | |colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color | ||
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|- | |- | ||
!<code>specular</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]] | |0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]] | ||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor | | [[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)#Smoothness|Smoothness]] factor | ||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor | | [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor | ||
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|- | |- | ||
!<code>normal</code> | |||
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|normal map]] | |0||2||[[Hedgehog Engine 2 - Textures#Normal map|normal map]] | ||
|colspan=" | |colspan="2"|Normal map direction | ||
|N/A | |N/A||N/A | ||
|} | |} | ||
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{{Shader Parameter Table Header}} | {{Shader Parameter Table Header}} | ||
!<code>diffuse</code> | |||
| N/A | | N/A | ||
| N/A | | N/A |
Latest revision as of 10:24, 8 August 2025
The standard PBR shader using noise dithering. Also supports modifying material transparency using the diffuse color parameter.
Related shaders
Behavior
- Supports all mesh layers
- Uses Shader model 2 (Standard)
- Uses noise dithering
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
|