Jump to content

Shadow Generations Shaders - Common dpna: Difference between revisions

From HedgeDocs
Justin113D (talk | contribs)
Updated layout
Justin113D (talk | contribs)
Updated vertex colors parameter
 
(6 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpna}}
{{Shader Documentation
{{SXSG Shader Behavior
| game = Shadow Generations
| model=2  
| shader name = Common_dpna
}}
| sbo = model=2
[[Shadow Generations Shaders|Return to shaders list]]


The standard PBR shader with no special logic.
| overview =
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with an additional transparency texture.


Useful for when wanting more variety in the transparency without having it tile the same way as the diffuse texture, as the transparency texture uses the fourth UV channel.
Useful for when wanting more varying transparency without having it tile the same way as the <code>diffuse</code> texture, as the <code>transparency</code> texture uses the fourth UV channel.


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


== Textures ==
| behavior =
Multiplies the <code>transparency</code> textures red channel into the <code>diffuse</code> texture alpha to alter the transparency.


{{Shader Texture Table Header}}
| vertex colors =
* Color is multiplied into the <code>diffuse</code> texture color
* Alpha is multiplied into the <code>diffuse</code> texture alpha


!<code>diffuse</code>
| textures =
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
diffuse,0,0,
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
|Transparency
[[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,
[[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]];


!<code>specular</code>
normal,0,2,
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor;  
[[Normal_mapping|Normal map direction]]_,,;
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]]


|-
transparency,0,3,
[[Hedgehog Engine 2 - Textures#Transparency|Transparency]],
[[Opacity|Opacity]]\;<br/>Gets multiplied into the <code>diffuse</code> texture alpha,,,;


!<code>normal</code>
| features =
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]]
is_compute_instancing,
|colspan="2"|Normal map direction
is_use_tex_srt_anim,
|N/A||N/A
enable_deferred_rendering,
enable_alpha_threshold,
is_use_gi_prt,
is_use_gi_sg,
is_use_gi,
u_model_user_flag_0


|-
}}
 
!<code>transparency</code>
|0||3||[[Hedgehog Engine 2 - Textures#Transparency|Transparency]]
|Transparency;
Gets multiplied into the <code>diffuse</code> texture alpha
|N/A||N/A||N/A
 
|}
 
== Parameters ==
 
This shader does not use any parameters
 
== 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 17:42, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

A standard PBR shader with an additional transparency texture.

Useful for when wanting more varying transparency without having it tile the same way as the diffuse texture, as the transparency texture uses the fourth UV channel.

Related shaders

Behavior

Multiplies the transparency textures red channel into the diffuse texture alpha 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
transparency 0 3 Transparency Opacity;
Gets multiplied into the diffuse texture alpha
N/A N/A N/A

Parameters

This shader does not use any parameters.

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
Cookies help us deliver our services. By using our services, you agree to our use of cookies.