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Shadow Generations Shaders - Blend dpndpn: Difference between revisions

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| related shaders =  
| related shaders =  
Blend_dpnbdpn
Blend_dpnbdpn,
BlendDetail_dndnd,
BlendDetail_dpndpnn,
Detail_dpndpn,
Detail_dpnn,
DirectionBlend_dpndpn,
DirectionBlend_dpndpnn,
DirectionBlend_dpnndpn,
DistanceBlend_dpn


| behavior =
| behavior =
Line 20: Line 28:
* For the <code>diffuse</code> textures, the <b>blend factor</b> is the vertex alpha multiplied by the <code>diffuse[1]</code> texture alpha.
* For the <code>diffuse</code> textures, the <b>blend factor</b> is the vertex alpha multiplied by the <code>diffuse[1]</code> texture alpha.


| vertex color =
| multi tangent =
When enabled, the second set of tangents will be used to unpack the <code>normal[1]</code> texture.
 
| vertex colors =
* Color is multiplied into the diffuse texture color (after blending)
* Color is multiplied into the diffuse texture color (after blending)
* Alpha is used as the basis for the blend factor
* Alpha is used as the basis for the blend factor

Latest revision as of 17:44, 18 August 2025

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Overview

Shader Behavior Overview

An advanced PBR shader that lets you blend between two sets of textures using vertex colors.

Related shaders

Behavior

This shader has two sets of PBR textures:

  • diffuse, specular and normal
  • diffuse[1], specular[1] and normal[1]

The shader uses a blend factor to interpolate from the first texture set to the second texture set.

  • For the specular and normal textures, blend factor is just the vertex alpha.
  • For the diffuse textures, the blend factor is the vertex alpha multiplied by the diffuse[1] texture alpha.

Multi-tangent

When enabled, the second set of tangents will be used to unpack the normal[1] texture.

Vertex Colors

  • Color is multiplied into the diffuse texture color (after blending)
  • Alpha is used as the basis for the blend factor

Material Inputs

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo First Albedo color N/A
diffuse 1 2 Albedo Second Albedo color Multiplied into the vertex alpha (blend factor), but only for when blending the two diffuse textures!
specular 0 0 PRM First Specular factor;
Gets multiplied by 0.25
First Smoothness factor First Metallic factor First Ambient Occlusion
specular 1 2 PRM Second Specular factor;
Gets multiplied by 0.25
Second Smoothness factor Second Metallic factor Second Ambient Occlusion
normal 0 0 Normal map First Normal map direction N/A N/A
normal 1 2 Normal map Second Normal map direction N/A N/A

Parameters

This shader does not use any parameters.

Technical

Shader Features
is_use_tex_srt_anim
enable_multi_tangent_space
is_use_gi_prt
is_use_gi_sg
is_use_gi
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