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Shadow Generations Shaders - Common dpnm: Difference between revisions

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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 ==..."
 
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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 color mask texture. The color mask is used to overlay the diffuse parameter color over the diffuse texture color (after vertex colors were applied!).
A standard PBR shader, with an additional mask texture to apply a color decal.  
This is useful if you want to animate specific regions of a material.


=== Related shaders ===
=== Related shaders ===
Line 11: Line 12:
== Behavior ==
== Behavior ==


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
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.
* Supports compute instancing
This is useful if you want to animate specific regions of a material.
* Supports [[Mesh Layers#Transparent|transparency blending]]
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
* 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>diffuse</code>
|1||0||Mask
|Controls the visibility of the diffuse parameter color
|N/A||N/A||N/A


Uses the 1st UV channel.
|-
|-
|<code>diffuse</code>
|1
|A mask texture.


Uses the red channel to interpolate between the diffuse texture output (red=0) and the diffuse color (red=1).
!<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]]


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||0||[[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
! X
! Y
! Z
! W
|-
|<code>diffuse</code>
|<code>diffuse</code>
|colspan="3"| (RGB) Color to be overlaid
|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:

   [2] Standard (PBR)

Return to shaders list

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

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