Shadow Generations Shaders - Common dither dpn: Difference between revisions
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Justin113D (talk | contribs) Replaced transparency with opacity |
Justin113D (talk | contribs) 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 the materials transparency using the <code>diffuse</code> parameter. | Also supports modifying the materials transparency using the <code>diffuse</code> parameter. | ||
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Multiplies the <code>diffuse</code> parameters W value into the <code>diffuse</code> texture alpha channel to alter the transparency. | Multiplies the <code>diffuse</code> parameters W value into the <code>diffuse</code> texture alpha channel to alter the transparency. | ||
| vertex | | 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 = |
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
|