Shadow Generations Shaders - Common dpnm: Difference between revisions
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Justin113D (talk | contribs) Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}} Return to shaders list A standard PBR shader, with an additional color mask texture. The color mask is used to overlay the diffuse parameter color over the diffuse texture color (after vertex colors were applied!). This is useful if you want to animate specific regions of a material. === Related shaders === * Common_dpn == Behavior ==..." |
Justin113D (talk | contribs) Rearranged behavior information |
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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}} | {{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}} | ||
{{SXSG Shader Behavior | |||
| model=2 | |||
}} | |||
[[Shadow Generations Shaders|Return to shaders list]] | [[Shadow Generations Shaders|Return to shaders list]] | ||
A standard PBR shader, with an additional | A standard PBR shader, with an additional mask texture to apply a color decal. | ||
=== Related shaders === | === Related shaders === | ||
Line 11: | Line 12: | ||
== Behavior == | == Behavior == | ||
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color. | |||
This is useful if you want to animate specific regions of a material. | |||
== Textures == | == Textures == | ||
{| | {{Shader Texture Table Header}} | ||
| | |||
!<code>diffuse</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]] | |||
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color | |||
|Transparency | |||
|- | |- | ||
!<code>diffuse</code> | |||
|1||0||Mask | |||
|Controls the visibility of the diffuse parameter color | |||
|N/A||N/A||N/A | |||
|- | |- | ||
!<code>specular</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]] | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor (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]] | |||
|- | |- | ||
!<code>normal</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]] | |||
|colspan="2"|Normal map direction | |||
|0 | |N/A||N/A | ||
| | |||
|} | |} | ||
== Parameters == | == Parameters == | ||
{ | {{Shader Parameter Table Header}} | ||
|<code>diffuse</code> | |<code>diffuse</code> | ||
|colspan="3"| (RGB) Color | |colspan="3"| (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code> | ||
| N/A | | N/A | ||
|} | |} | ||
== 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 22:01, 10 August 2025
Shader Behavior Overview
Shader model:
A standard PBR shader, with an additional mask texture to apply a color decal.
Related shaders
Behavior
The diffuse [1]
texture is a mask that controls the visibility of the diffuse
parameter color, which gets multiplied with the diffuse
texture color.
This is useful if you want to animate specific regions of a material.
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | 0 | Albedo | Albedo color | Transparency | ||
diffuse
|
1 | 0 | Mask | Controls the visibility of the diffuse parameter color | N/A | N/A | N/A |
specular
|
0 | 0 | PRM | Specular factor (multiplied by 0.25) | Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 0 | Normal map | Normal map direction | N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
(RGB) Color multiplied with the sampled diffuse texture color based on diffuse [1]
|
N/A |
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
|
Gallery
-
Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo