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Shadow Generations Shaders - Common dpnm: Difference between revisions

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Corrected information on how the diffuse color is applied
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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 controls the visibility of the diffuse parameter, which gets multiplied with the diffuse texture color.
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 10: 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 control the visibility of the diffuse parameter color.
!<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.


Uses the 1st 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 multiplied with the sampled diffuse texture color (based on the mask)
|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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