Shadow Generations Standard Shader Behaviors: Difference between revisions
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Justin113D (talk | contribs) Created page with "The majority of all shadow generations shaders make use of "shader models", which loosely determine how a shader interacts with lighting or more. {| class="wikitable" width="90%" style="margin: auto;" |+ !Index !Name !Description |- |0 |Clear |Technically, this is the "no shader model" shader model, and so far no shader has been discovered that uses it. It is used to determine where to draw the skybox |- |1 |Unlit |These shaders do no interact with lighting at all, but..." |
Justin113D (talk | contribs) m Improved formatting around the aniso image |
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|Anisotropic Reflections (PBR) | |Anisotropic Reflections (PBR) | ||
|Identical to the standard PBR model, with one exception: Reflections are rendered using with anisotropic distribution. | |Identical to the standard PBR model, with one exception: Reflections are rendered using with anisotropic distribution. | ||
[[File:Anisotropic Reflections.png | [[File:Anisotropic Reflections.png|frame|The left model uses standard reflections, while the model one the right uses anisotropic reflections]] | ||
The left model uses standard reflections, while the model one the right uses anisotropic reflections | |||
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|5 | |5 | ||
Revision as of 18:48, 7 August 2025
The majority of all shadow generations shaders make use of "shader models", which loosely determine how a shader interacts with lighting or more.
| Index | Name | Description |
|---|---|---|
| 0 | Clear | Technically, this is the "no shader model" shader model, and so far no shader has been discovered that uses it. It is used to determine where to draw the skybox |
| 1 | Unlit | These shaders do no interact with lighting at all, but just render out the emission channel and use that as is. These shaders allow for custom lighting behavior. |
| 2 | Standard (PBR) | The "default" shading model, which is used by the majority of all material shaders. It uses the standard physically based rendering lighting model. |
| 3 | Subsurface Scattering (PBR) | Identical to the standard PBR model, with added subsurface scattering lighting. |
| 4 | Anisotropic Reflections (PBR) | Identical to the standard PBR model, with one exception: Reflections are rendered using with anisotropic distribution.
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| 5 | Unknown | |
| 6 | Unknown | |
| 7 | Unknown |
