Shadow Generations Shaders - Common dpnm: Difference between revisions
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Justin113D (talk | contribs) Fixed UV channel usage for the normal texture |
Justin113D (talk | contribs) Corrected information on how the diffuse color is applied |
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[[Shadow Generations Shaders|Return to shaders list]] | [[Shadow Generations Shaders|Return to shaders list]] | ||
A standard PBR shader, with an additional color mask texture. The color mask | A standard PBR shader, with an additional color mask texture. The color mask controls the visibility of the diffuse parameter, which gets multiplied with the diffuse texture color. | ||
This is useful if you want to animate specific regions of a material. | This is useful if you want to animate specific regions of a material. | ||
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|A mask texture. | |A mask texture. | ||
Uses the red channel to | Uses the red channel to control the visibility of the diffuse parameter color. | ||
Uses the 1st UV channel. | Uses the 1st UV channel. | ||
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|- | |- | ||
|<code>diffuse</code> | |<code>diffuse</code> | ||
|colspan="3"| (RGB) Color | |colspan="3"| (RGB) Color multiplied with the sampled diffuse texture color (based on the mask) | ||
| N/A | | N/A | ||
|} | |} |
Revision as of 18:48, 2 August 2025
A standard PBR shader, with an additional color mask texture. The color mask controls the visibility of the diffuse parameter, which gets multiplied with the diffuse texture color. This is useful if you want to animate specific regions of a material.
Related shaders
Behavior
- Supports deferred rendering
- Supports compute instancing
- Supports transparency blending
- Supports transparency clipping
- Uses the PBR lighting model
- Uses weather effects
- Uses the default shading model
- Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
Textures
Name | Index | Info |
---|---|---|
diffuse
|
0 | A standard albedo texture.
Uses alpha channel for transparency. Uses the 1st UV channel. |
diffuse
|
1 | A mask texture.
Uses the red channel to control the visibility of the diffuse parameter color. Uses the 1st UV channel. |
specular
|
0 | A standard PRM texture.
Uses the 1st UV channel. |
normal
|
0 | A standard normal map texture.
Uses the 1st UV channel. |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
(RGB) Color multiplied with the sampled diffuse texture color (based on the mask) | N/A |
Technical
Uses the default vertex shader.
Shader Features |
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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
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Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo