Shadow Generations Shaders - Common dpnm: Difference between revisions
Appearance
Justin113D (talk | contribs) Formatting |
Justin113D (talk | contribs) Re-added gallery |
||
Line 52: | Line 52: | ||
}} | }} | ||
== Gallery == | |||
<gallery perrow="4" widths="400px" heights="300px" mode="nolines"> | |||
File:SXSG Common dpnm example.jpg|Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo | |||
</gallery> |
Revision as of 10:18, 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
|
Gallery
-
Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo