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Shadow Generations Shaders - Common dither dpn: Difference between revisions

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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dither_dpn}}
{{Shader Documentation
{{SXSG Shader Behavior
| game = Shadow Generations
| model=2  
| shader name = Common_dither_dpn
| noise_dithering=1
| sbo = model=2, noise_dithering
}}
[[Shadow Generations Shaders|Return to shaders list]]


The standard PBR shader using [[Transparency Dithering#Noise Dithering|noise dithering]].
| overview =
<br/>Also supports modifying material transparency using the diffuse color parameter.
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader using [[Transparency Dithering#Noise Dithering|noise dithering]].


=== Related shaders ===
Also supports modifying the materials transparency using the <code>diffuse</code> parameter.
* [[Shadow Generations Shaders - Common_d|Common_d]]
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]


== Textures ==
| related shaders =  
Common_d,
Common_dn,
Common_dp,
Common_dpn,
Common_dpna


{{Shader Texture Table Header}}
| behavior =
Multiplies the <code>diffuse</code> parameters W value into the <code>diffuse</code> texture alpha channel to alter the transparency.


!<code>diffuse</code>
| vertex colors =
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
* Color is multiplied into the <code>diffuse</code> texture color
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
* Alpha is multiplied into the <code>diffuse</code> texture alpha
|Transparency


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


!<code>specular</code>
specular,0,0,
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
[[Hedgehog Engine 2 - Textures#PRM|PRM]],
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor;
[[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)#Smoothness|Smoothness]] factor
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]];
| [[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]]_,,;


!<code>normal</code>
| parameters =
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|normal map]]
diffuse,,,,Multiplied into the <code>diffuse</code> texture alpha;
|colspan="2"|Normal map direction
|N/A||N/A


|}
| 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


== Parameters ==
}}
 
{{Shader Parameter Table Header}}
 
!<code>diffuse</code>
| N/A
| N/A
| N/A
| Multiplied into the diffuse texture alpha
 
|}
 
== Vertex Colors ==
 
* Color is multiplied into the <code>diffuse</code> texture color*
** *Exception: The model is using vertex animation textures
* Alpha is multiplied into the <code>diffuse</code> texture alpha.
 
== Technical ==
 
Uses the [[Shadow_Generations_Shaders_-_common_vs|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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