Shadow Generations Shaders - Emission dpE: Difference between revisions
Appearance
Justin113D (talk | contribs) Updated layout |
Justin113D (talk | contribs) Used new template |
||
Line 1: | Line 1: | ||
{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| model=2 | | shader name = Emission_dE | ||
| sbo = model=2, no_compute_instancing, no_noise | |||
A standard PBR shader with | | overview = | ||
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader (including [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|emission]]) with no special behavior. | |||
| related shaders = | |||
Emission_d, | |||
Emission_dE, | |||
Emission_dnE, | |||
Emission_dpnE, | |||
Emission_dpnEa | |||
= | | vertex color = | ||
* Color is multiplied into the <code>diffuse</code> texture color | |||
* Alpha: Unused | |||
| textures = | |||
diffuse,0,0, | |||
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | |||
[[Opacity|Opacity]]; | |||
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]]; | |||
|- | emission,0,2, | ||
[[Hedgehog Engine 2 - Textures#Emission|Emission]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|Emission]] color__,; | |||
| parameters = | |||
| | |||
ambient, | |||
(RGB) Multiplied into the <code>emissive</code> texture color__,; | |||
Luminance, | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|Luminance]]\;<br/>Multiplied into the <code>emissive</code> texture color,,,; | |||
| | | features = | ||
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 10:53, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
A standard PBR shader (including emission) with no special behavior.
Related shaders
Behavior
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 |
emission
|
0 | 2 | Emission | Emission color | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
ambient
|
(RGB) Multiplied into the emissive texture color
|
N/A | ||
Luminance
|
Luminance; Multiplied into the emissive texture color
|
N/A | N/A | N/A |
Technical
Shader Features |
---|
is_use_tex_srt_anim
|
enable_deferred_rendering
|
enable_alpha_threshold
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|