Shadow Generations Shaders - Emission dpnEa: Difference between revisions
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{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| model=2 | | shader name = Emission_dpnEa | ||
| sbo = model=2 | |||
A standard PBR shader | | overview = | ||
A standard [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)|PBR]] shader (including [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|emission]]) and a [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|luminance]] texture slot for additional brightness control. | |||
| related shaders = | |||
Emission_d, | |||
Emission_dE, | |||
Emission_dnE, | |||
Emission_dpE, | |||
Emission_dpnE | |||
= | | behavior = | ||
Multiplies the <code>transparency</code> textures red channel into the <code>emission</code> textures color. | |||
| vertex color = | |||
* Color is multiplied into the <code>diffuse</code> texture color | |||
* Alpha is multiplied into the <code>emission</code> texture color | |||
| 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]]; | |||
normal,0,0, | |||
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | |||
[[Normal_mapping|Normal map direction]]_,,; | |||
|- | emission,0,2, | ||
[[Hedgehog Engine 2 - Textures#Emission|Emission]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|Emission]] color__,; | |||
transparency,0,3, | |||
Luminance, | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|Luminance]]\;<br/>Multiplied into the <code>emissive</code> texture 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 11:06, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
A standard PBR shader (including emission) and a luminance texture slot for additional brightness control.
Related shaders
Behavior
Multiplies the transparency
textures red channel into the emission
textures 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 | Opacity | ||
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 | |
emission
|
0 | 2 | Emission | Emission color | N/A | ||
transparency
|
0 | 3 | Luminance | Luminance; Multiplied into the emissive texture color
|
N/A | N/A | 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
|