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Shadow Generations Shaders - Common dpnm: Difference between revisions

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Replaced transparency with opacity
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| game = Shadow Generations
| game = Shadow Generations
| shader name = Common_dpnm
| shader name = Common_dpnm
| sbo = model=2
| sbo = model=2, no_noise


| overview =  
| overview =  
A standard PBR shader, with an additional mask texture to apply a color decal.
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader with an additional mask texture to apply a color decal.


| related shaders =  
| related shaders =  
Line 12: Line 12:
| behavior =
| behavior =
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color.
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color.
This is useful if you want to animate specific regions of a material with a single color.
<br/>This is useful if you want to animate specific regions of a material with a single color.


| vertex color =
| 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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| parameters =  
| parameters =  
diffuse, (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code>__,;
diffuse, (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code>__,;
| gallery =
File:SXSG Common dpnm example.jpg{{!}}Using <code>Common_dpnm</code> to overlay a red color over a ground texture using the HedgeDocs logo


| features =
| features =

Latest revision as of 20:45, 22 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)
Does not support:

A standard PBR shader with an additional mask texture to apply a color decal.

Related shaders

Behavior

The diffuse [1] texture is a mask that controls the visibility of the diffuse parameter color, which gets multiplied with the diffuse texture color.
This is useful if you want to animate specific regions of a material with a single color.

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
diffuse 1 0 Mask Controls the visibility of the diffuse parameter color N/A N/A N/A
specular 0 0 PRM Specular factor;
Gets multiplied by 0.25
Smoothness factor Metallic factor Ambient Occlusion
normal 0 0 Normal map Normal map direction N/A N/A

Parameters

Name

X

Y

Z

W

diffuse (RGB) Color multiplied with the sampled diffuse texture color based on diffuse [1] N/A

Gallery

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
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