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{{DISPLAYTITLE:Shadow Generations Shaders - Emission_dpnEa}}
{{Shader Documentation
{{SXSG Shader Behavior
| game = Shadow Generations
| model=2  
| shader name = Emission_dpnEa
}}
| sbo = model=2
[[Shadow Generations Shaders|Return to shaders list]]


A standard PBR shader with an emission layer and a luminance texture slot for additional brightness control.
| 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 ===
| related shaders =  
* [[Shadow Generations Shaders - Emission_d|Emission_d]]
Emission_d,
* [[Shadow Generations Shaders - Emission_dE|Emission_dE]]
Emission_dE,
* [[Shadow Generations Shaders - Emission_dnE|Emission_dnE]]
Emission_dnE,
* [[Shadow Generations Shaders - Emission_dpE|Emission_dpE]]
Emission_dpE,
* [[Shadow Generations Shaders - Emission_dpnE|Emission_dpnE]]
Emission_dpnE


== Textures ==
| behavior =
Multiplies the <code>transparency</code> textures red channel into the <code>emission</code> textures color.


{{Shader Texture Table Header}}
| vertex color =
* Color is multiplied into the <code>diffuse</code> texture color
* Alpha is multiplied into the <code>emission</code> texture color


!<code>diffuse</code>
| textures =
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
diffuse,0,0,
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
|Transparency
[[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]];


!<code>specular</code>
normal,0,0,
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor;  
[[Normal_mapping|Normal map direction]]_,,;
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__,;


!<code>normal</code>
transparency,0,3,
|0||0||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]]
Luminance,
|colspan="2"|Normal map direction
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|Luminance]]\;<br/>Multiplied into the <code>emissive</code> texture color,,,;
|N/A||N/A


|-
| parameters =


!<code>emission</code>
ambient,
|0||2||[[Hedgehog Engine 2 - Textures#Emission|Emission]]
(RGB) Multiplied into the <code>emissive</code> texture color__,;
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|Emission]] color
|N/A


|-
Luminance,
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|Luminance]]\;<br/>Multiplied into the <code>emissive</code> texture color,,,;


!<code>transparency</code>
| features =
|0||3||Luminance
is_use_tex_srt_anim,
|Luminance;
enable_deferred_rendering,
Gets multiplied into the <code>emission</code> texture color
enable_alpha_threshold,
|N/A||N/A||N/A
is_use_gi_prt,
is_use_gi_sg,
is_use_gi


|}
}}
 
== Parameters ==
 
{{Shader Parameter Table Header}}
 
!<code>ambient</code>
|colspan="3"|(RGB) Multiplied into the <code>emission</code> texture color
|N/A
 
|-
 
!<code>Luminance</code>
| Multiplied into the <code>emission</code> texture color
| N/A
| N/A
| N/A
 
|}
 
== Vertex Colors ==
 
* Color is multiplied into the <code>diffuse</code> texture color*
** *Exception: The model is using vertex animation textures
* Alpha: Gets multiplied into the <code>emission</code> texture color
 
== Technical ==
 
Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]].
 
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!Shader Features
|-
|<code>is_use_tex_srt_anim</code>
|-
|<code>enable_deferred_rendering</code>
|-
|<code>enable_alpha_threshold</code>
|-
|<code>is_use_gi_prt</code>
|-
|<code>is_use_gi_sg</code>
|-
|<code>is_use_gi</code>
|-
|<code>u_model_user_flag_0</code>
|}

Revision as of 11:06, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

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
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