Shadow Generations Shaders - Common dither dpn: Difference between revisions
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Justin113D (talk | contribs) added PBR link |
Justin113D (talk | contribs) m Formatting |
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* Color is multiplied into the <code>diffuse</code> texture color | * Color is multiplied into the <code>diffuse</code> texture color | ||
* Alpha is multiplied into the <code>diffuse</code> texture alpha | * Alpha is multiplied into the <code>diffuse</code> texture alpha | ||
| textures = | | textures = | ||
Revision as of 11:00, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Uses:
A standard PBR shader using noise dithering.
Also supports modifying the materials transparency using the diffuse parameter.
Related shaders
Behavior
Multiplies the diffuse parameters W value into the diffuse texture alpha channel to alter the transparency.
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 | ||
specular
|
0 | 0 | PRM | Specular factor; Gets multiplied by 0.25 |
Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 2 | Normal map | Normal map direction | N/A | N/A | |
Parameters
| Name | X | Y | Z | W |
|---|---|---|---|---|
diffuse
|
N/A | N/A | N/A | Multiplied into the diffuse texture alpha
|
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
|
u_model_user_flag_0
|