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Shadow Generations Shaders - Common dither dpn: Difference between revisions

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Updated vertex colors parameter
 
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| overview =  
| overview =  
A standard PBR shader using [[Transparency Dithering#Noise Dithering|noise dithering]].
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader using [[Transparency Dithering#Noise Dithering|noise dithering]].


Also supports modifying material transparency using the diffuse color parameter.
Also supports modifying the materials transparency using the <code>diffuse</code> parameter.


| related shaders =  
| related shaders =  
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Common_dpna
Common_dpna


| vertex color =
| 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
* Color is multiplied into the <code>diffuse</code> texture color
* Alpha is multiplied into the <code>diffuse</code> texture alpha.
* Alpha is multiplied into the <code>diffuse</code> texture alpha


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


specular,0,0,
specular,0,0,

Latest revision as of 17:41, 18 August 2025

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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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