Jump to content

Shadow Generations Shaders - Common dpna: Difference between revisions

From HedgeDocs
Justin113D (talk | contribs)
mNo edit summary
Justin113D (talk | contribs)
Updated vertex colors parameter
 
(4 intermediate revisions by the same user not shown)
Line 5: Line 5:


| overview =  
| overview =  
A standard PBR shader with an additional transparency texture.
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 =  
Line 16: Line 16:
Common_dither_dpn
Common_dither_dpn


| vertex color =
| behavior =
Multiplies the <code>transparency</code> textures red channel into the <code>diffuse</code> texture alpha 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 =
Line 24: Line 27:
[[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,
Line 39: Line 42:
transparency,0,3,
transparency,0,3,
[[Hedgehog Engine 2 - Textures#Transparency|Transparency]],
[[Hedgehog Engine 2 - Textures#Transparency|Transparency]],
Transparency\;<br/>Gets multiplied into the <code>diffuse</code> texture alpha,,,;
[[Opacity|Opacity]]\;<br/>Gets multiplied into the <code>diffuse</code> texture alpha,,,;


| features =
| features =

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.