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Shadow Generations Shaders - Common dither dpn: Difference between revisions

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Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Common_dither_dpn}} Return to shaders list The standard PBR shader using noise dithering. Also supports modifying material transparency using the diffuse color parameter. === Related shaders === * Common_d * Common_dp * Shadow Generations Shaders - Common_dn|Common_d..."
 
Justin113D (talk | contribs)
Updated vertex colors parameter
 
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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dither_dpn}}
{{Shader Documentation
| game = Shadow Generations
| shader name = Common_dither_dpn
| sbo = model=2, noise_dithering


[[Shadow Generations Shaders|Return to shaders list]]
| overview =
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader using [[Transparency Dithering#Noise Dithering|noise dithering]].


The standard PBR shader using [[Transparency Dithering#Noise Dithering|noise dithering]].
Also supports modifying the materials transparency using the <code>diffuse</code> parameter.
Also supports modifying material transparency using the diffuse color parameter.


=== Related shaders ===
| related shaders =  
* [[Shadow Generations Shaders - Common_d|Common_d]]
Common_d,
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
Common_dn,
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
Common_dp,
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
Common_dpn,
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
Common_dpna


== Behavior ==
| behavior =  
Multiplies the <code>diffuse</code> parameters W value into the <code>diffuse</code> texture alpha channel to alter the transparency.


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
| vertex colors =
* Supports compute instancing
* Color is multiplied into the <code>diffuse</code> texture color
* Supports [[Mesh Layers#Transparent|transparency blending]]
* Alpha is multiplied into the <code>diffuse</code> texture alpha
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
** Uses [[Transparency Dithering#Noise Dithering|noise dithering]]
* Supports <code>u_model_user_flag_0</code> (?)
* 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 =
diffuse,0,0,
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,
[[Opacity|Opacity]];


{| class="wikitable" width="100%"
specular,0,0,
|+
[[Hedgehog Engine 2 - Textures#PRM|PRM]],
! width=10% |Name
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; <br/>Gets multiplied by 0.25,
! width=1% |Index
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,
!Info
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,
|-
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]];
|<code>diffuse</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.


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.
| parameters =
|-
diffuse,,,,Multiplied into the <code>diffuse</code> texture alpha;
|<code>specular</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#PRM|PRM]] texture.


Uses the 1st UV channel.
| features =
|-
is_compute_instancing,
|<code>normal</code>
is_use_tex_srt_anim,
|0
enable_deferred_rendering,
|A standard [[Hedgehog Engine 2 - Textures#Normal map|normal map]] texture.
enable_alpha_threshold,
is_use_gi_prt,
is_use_gi_sg,
is_use_gi,
u_model_user_flag_0


Attempts to use the 3rd UV channel.
}}
|}
 
== Parameters ==
 
{| class="wikitable" width="100%"
|+
! width=10% |Name
! X
! Y
! Z
! W
|-
|<code>diffuse</code>
| N/A
| N/A
| N/A
| Multiplied into the diffuse texture alpha
|}
 
== Technical ==
 
Uses the default vertex shader.
 
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!Shader Features
|-
|<code>is_compute_instancing</code>
|-
|<code>is_use_tex_srt_anim</code>
|-
|<code>enable_deferred_rendering</code>
|-
|<code>enable_alpha_threshold</code>
|-
|<code>is_use_gi_prt</code>
|-
|<code>is_use_gi_sg</code>
|-
|<code>is_use_gi</code>
|-
|<code>u_model_user_flag_0</code>
|}

Latest revision as of 17:41, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)
Uses:

A standard PBR shader using noise dithering.

Also supports modifying the materials transparency using the diffuse parameter.

Related shaders

Behavior

Multiplies the diffuse parameters W value into the diffuse texture alpha channel to alter the transparency.

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

Name

X

Y

Z

W

diffuse N/A N/A N/A Multiplied into the diffuse texture alpha

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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