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Shadow Generations Shaders - Common dn: Difference between revisions

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{{DISPLAYTITLE:Shadow Generations Shaders - Common_d}}
{{Shader Documentation
|game=Shadow Generations
|shader name=Common_dn
|sbo=model=2, no_noise


[[Shadow Generations Shaders|Return to shaders list]]
|overview=
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with no special behavior.


A standard PBR shader with no special logic.
|related shaders=
Common_d,
Common_dp,
Common_dpn,
Common_dpna,
Common_dither_dpn


=== Related shaders ===
|vertex colors =
* [[Shadow Generations Shaders - Common_d|Common_d]]
* Color is multiplied into the <code>diffuse</code> texture color
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* Alpha is multiplied into the <code>diffuse</code> texture alpha
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
* [[Shadow Generations Shaders - Common_dither_dpn|Common_dither_dpn]]


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


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
normal,0,2,
* Supports compute instancing
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
* Supports [[Mesh Layers#Transparent|transparency blending]]
[[Normal_mapping|Normal map direction]]_,,;
* 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 ==
|parameters=
PBRFactor,
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor,
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,
;


{| class="wikitable" width="100%"
|features=
|+
is_compute_instancing,
! width=10% |Name
is_use_tex_srt_anim,
! width=1% |Index
enable_deferred_rendering,
!Info
enable_alpha_threshold,
|-
is_use_gi_prt,
|<code>diffuse</code>
is_use_gi_sg,
|0
is_use_gi
|A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.


Uses alpha channel for transparency.
}}
 
Uses the 1st UV channel.
|-
|<code>normal</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Normal map|normal map]] texture.
 
Attempts to use the 3rd UV channel.
|}
 
== Parameters ==
 
{| class="wikitable" width="100%"
|+
! width=10% |Name
! X
! Y
! Z
! W
|-
|<b>PBRFactor</b>
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
| N/A
|}
 
== Technical ==
 
Uses the default vertex shader.
 
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!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
|}

Latest revision as of 17:41, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)
Does not support:

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
normal 0 2 Normal map Normal map direction N/A N/A

Parameters

Name

X

Y

Z

W

PBRFactor Specular factor Smoothness factor Metallic factor N/A

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
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