Shadow Generations Shaders - Common dpnm: Difference between revisions
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Justin113D (talk | contribs) Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}} Return to shaders list A standard PBR shader, with an additional color mask texture. The color mask is used to overlay the diffuse parameter color over the diffuse texture color (after vertex colors were applied!). This is useful if you want to animate specific regions of a material. === Related shaders === * Common_dpn == Behavior ==..." |
Justin113D (talk | contribs) Used new gallery parameter |
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{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| shader name = Common_dpnm | |||
| sbo = model=2, no_noise | |||
[[ | | overview = | ||
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with an additional mask texture to apply a color decal. | |||
| related shaders = | |||
Common_dpn | |||
| behavior = | |||
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color. | |||
<br/>This is useful if you want to animate specific regions of a material with a single color. | |||
= | | vertex colors = | ||
* Color is multiplied into the <code>diffuse</code> texture color | |||
* Alpha is multiplied into the <code>diffuse</code> texture alpha | |||
| textures = | |||
diffuse,0,0, | |||
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | |||
[[Opacity|Opacity]]; | |||
diffuse,1,0, | |||
Mask, | |||
Controls the visibility of the <code>diffuse</code> parameter color,,,; | |||
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]]; | |||
|< | |||
| | |||
| | |||
normal,0,0, | |||
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | |||
[[Normal_mapping|Normal map direction]]_,,; | |||
| parameters = | |||
| | diffuse, (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code>__,; | ||
| gallery = | |||
File:SXSG Common dpnm example.jpg{{!}}Using <code>Common_dpnm</code> to overlay a red color over a ground texture using the HedgeDocs logo | |||
| 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 20:45, 22 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
A standard PBR shader with an additional mask texture to apply a color decal.
Related shaders
Behavior
The diffuse [1]
texture is a mask that controls the visibility of the diffuse
parameter color, which gets multiplied with the diffuse
texture color.
This is useful if you want to animate specific regions of a material with a single color.
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 | ||
diffuse
|
1 | 0 | Mask | Controls the visibility of the diffuse parameter color
|
N/A | N/A | N/A |
specular
|
0 | 0 | PRM | Specular factor; Gets multiplied by 0.25 |
Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 0 | Normal map | Normal map direction | N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
(RGB) Color multiplied with the sampled diffuse texture color based on diffuse [1]
|
N/A |
Gallery
-
Using
Common_dpnm
to overlay a red color over a ground texture using the HedgeDocs logo
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
|