Shadow Generations Shaders - Common dpnm: Difference between revisions
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{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| model=2 | | shader name = Common_dpnm | ||
| sbo = model=2 | |||
| overview = | |||
A standard PBR shader, with an additional mask texture to apply a color decal. | |||
= | | related shaders = | ||
Common_dpn | |||
| 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. | This is useful if you want to animate specific regions of a material with a single color. | ||
= | | vertex color = | ||
* Color is multiplied into the <code>diffuse</code> texture color | |||
* Alpha is multiplied into the <code>diffuse</code> texture alpha. | |||
| textures = | |||
diffuse,0,0, | |||
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | |||
Transparency; | |||
diffuse,1,0, | |||
Mask, | |||
Controls the visibility of the <code>diffuse</code> parameter color,,,; | |||
|- | specular,0,0, | ||
[[Hedgehog Engine 2 - Textures#PRM|PRM]], | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; <br/>Gets multiplied by 0.25, | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor, | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor, | |||
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]]; | |||
normal,0,0, | |||
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | |||
| | [[Normal_mapping|Normal map direction]]_,,; | ||
| | |||
| | | parameters = | ||
diffuse, (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code>__,; | |||
| 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 | |||
}} | |||
Revision as of 09:05, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
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 | Transparency | ||
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
|