Shadow Generations Shaders - Common dpnm: Difference between revisions
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| 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 color = |
Revision as of 10:17, 18 August 2025
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
Shader does not use vertex colors
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 |
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
|