Shadow Generations Shaders - Common dither dpn: Difference between revisions
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{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| model=2 | | shader name = Common_dither_dpn | ||
| sbo = model=2, noise_dithering | |||
| overview = | |||
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader using [[Transparency Dithering#Noise Dithering|noise dithering]]. | |||
Also supports modifying the materials transparency using the <code>diffuse</code> parameter. | |||
= | | related shaders = | ||
Common_d, | |||
Common_dn, | |||
Common_dp, | |||
Common_dpn, | |||
Common_dpna | |||
| behavior = | |||
Multiplies the <code>diffuse</code> parameters W value into the <code>diffuse</code> texture alpha channel to alter the transparency. | |||
| 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]]; | |||
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, | |||
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,0,2, | ||
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | |||
[[Normal_mapping|Normal map direction]]_,,; | |||
| parameters = | |||
diffuse,,,,Multiplied into the <code>diffuse</code> texture alpha; | |||
| | | 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 | |||
}} | |||
Latest revision as of 17:41, 18 August 2025
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
|