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Shadow Generations Shaders - Blend dpnbdpn: Difference between revisions

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{{Shader Documentation
{{Shader Documentation
| game = Shadow Generations
| game = Shadow Generations
| shader name = Blend_dpndpn
| shader name = Blend_dpnbdpn
| sbo = model=2, no_transparent_layer, no_punch_through_layer, no_noise, no_compute_instancing, multi_tangent
| sbo = model=2, no_transparent_layer, no_punch_through_layer, no_noise, no_compute_instancing, multi_tangent


| overview =  
| overview =  
An advanced PBR shader that lets you blend between two sets of textures using vertex colors and a mask texture.
An advanced [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader that lets you blend between two sets of textures using vertex alpha and a mask texture.


| related shaders =  
| related shaders =  
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* <code>diffuse[1]</code>, <code>specular[1]</code> and <code>normal[1]</code>
* <code>diffuse[1]</code>, <code>specular[1]</code> and <code>normal[1]</code>


The shader uses a <b>blend factor</b> to [[Texture Blending#Interpolation|interpolate]] from the first texture set to the second texture set.
The shader uses a <b>blend factor</b> to [[Texture Blending#Interpolation|interpolate]] from the first set of textures to second one.
<br/>This <b>blend factor</b> consists of the vertex alpha multiplied by the <code>transparency</code> textures red channel.
<br/>This <b>blend factor</b> consists of the vertex alpha multiplied by the <code>transparency</code> textures red channel.


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| multi tangent =
| multi tangent =
When enabled, the second set of tangents will be used to unpack the <code>normal[1]</code> texture.
When enabled, the second set of tangents will be used to [[Normal_mapping#Tangent_Space|unpack]] the <code>normal[1]</code> texture.


| vertex colors =
| vertex colors =
* Color is multiplied into the diffuse texture color (after blending)
* Color is multiplied into the blended together diffuse texture color
* Alpha is used as the basis for the blend factor
* Alpha is used as the basis for the <b>blend factor</b>


| textures =
| textures =
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Mask,
Mask,
Multiplied into the vertex alpha (blend factor),,,;
Multiplied into the vertex alpha (blend factor),,,;
| gallery =
File:ShadowGenerations Blend dpnbdpn example.jpg{{!}}How <code>Blend_dpnbdpn</code> is used for the Ship in the metal overlord boss fight to make use of already existing textures


| features =
| features =

Latest revision as of 11:40, 25 August 2025

Return to shaders list

Overview

Shader Behavior Overview

An advanced PBR shader that lets you blend between two sets of textures using vertex alpha and a mask texture.

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 set of textures to second one.
This blend factor consists of the vertex alpha multiplied by the transparency textures red channel.

  • For the specular and normal textures, the blend factor is used as is.
  • For the diffuse textures, the blend factor is 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 blended together diffuse texture color
  • 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
transparency 0 3 Mask Multiplied into the vertex alpha (blend factor) N/A N/A N/A

Parameters

This shader does not use any parameters.

Gallery

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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