Shadow Generations Shaders - Common dpn: Difference between revisions
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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpn}} | {{DISPLAYTITLE:Shadow Generations Shaders - Common_dpn}} | ||
The standard PBR shader with no special logic. | |||
=== Related shaders === | |||
* [[Shadow Generations Shaders - Common_d|Common_d]] | |||
* [[Shadow Generations Shaders - Common_dp|Common_dp]] | |||
* [[Shadow Generations Shaders - Common_dn|Common_dn]] | |||
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]] | |||
* [[Shadow Generations Shaders - Common_dither_dpn|Common_dither_dpn]] | |||
== Behavior == | == Behavior == | ||
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* Supports [[Mesh Layers#Transparent|transparency blending]] | * Supports [[Mesh Layers#Transparent|transparency blending]] | ||
* Supports [[Mesh Layers#Punch-through|transparency clipping]] | * Supports [[Mesh Layers#Punch-through|transparency clipping]] | ||
* Supports <code>user_model_1</code> (?) | |||
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]] | * Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]] | ||
* Uses [[Hedgehog Engine 2 - Weather|weather effects]] | * Uses [[Hedgehog Engine 2 - Weather|weather effects]] | ||
* Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures) | * Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures) | ||
== Textures == | == Textures == | ||
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This shader does not use any parameters | This shader does not use any parameters | ||
== Technical == | |||
Uses the default vertex shader. | |||
{| class="mw-collapsible mw-collapsed wikitable" width="300px" | |||
|- | |||
!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 | |||
|} |
Revision as of 17:44, 12 July 2025
The standard PBR shader with no special logic.
Related shaders
Behavior
- Supports deferred rendering
- Supports compute instancing
- Supports transparency blending
- Supports transparency clipping
- Supports
user_model_1
(?) - Uses the PBR lighting model
- Uses weather effects
- Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
Textures
diffuse
A standard albedo texture.
Uses alpha channel for transparency.
Uses the 1st UV channel.
specular
A standard PRM texture.
Uses the 1st UV channel.
normal
A standard normal map texture.
Attempts to use the 3rd UV channel.
Parameters
This shader does not use any parameters
Technical
Uses the default vertex shader.
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 |