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Shadow Generations Shaders - Common dpn: Difference between revisions

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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpn}}
{{Shader Documentation
| game = Shadow Generations
| shader name = Common_dpn
| sbo = model=2


== Behavior ==
| overview =  
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with no special behavior.


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
| related shaders =
* Supports compute instancing
Common_d,
* Supports [[Mesh Layers#Transparent|transparency blending]]
Common_dn,
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
Common_dp,
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
Common_dpna,
* Uses [[Hedgehog Engine 2 - Weather|weather effects]]
Common_dpnm,
* Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
Common_dither_dpn


== Textures ==
| vertex colors =
* Color is multiplied into the <code>diffuse</code> texture color
* Alpha is multiplied into the <code>diffuse</code> texture alpha


=== diffuse ===
| textures =
diffuse,0,0,
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,
[[Opacity|Opacity]];


A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.
specular,0,0,
[[Hedgehog Engine 2 - Textures#PRM|PRM]],
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; <br/>Gets 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 alpha channel for transparency.
normal,0,2,
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
[[Normal_mapping|Normal map direction]]_,,;


Uses the 1st UV channel.
| 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,
u_model_user_flag_0


=== specular ===
}}
 
A standard [[Hedgehog Engine 2 - Textures#PRM|PRM]] texture.
 
Uses the 1st UV channel.
 
=== normal ===
 
A standard [[Hedgehog Engine 2 - Textures#Normal map|normal map]] texture.
 
Attempts to use the 3rd UV channel.
 
== Parameters ==
 
This shader does not use any parameters

Latest revision as of 17:42, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

A standard PBR shader with no special behavior.

Related shaders

Behavior

Vertex Colors

  • Color is multiplied into the diffuse texture color
  • Alpha is multiplied into the diffuse texture alpha

Material Inputs

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo Albedo color Opacity
specular 0 0 PRM Specular factor;
Gets multiplied by 0.25
Smoothness factor Metallic factor Ambient Occlusion
normal 0 2 Normal map Normal map direction N/A N/A

Parameters

This shader does not use any parameters.

Technical

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
u_model_user_flag_0
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