Shadow Generations Shaders - Detail dpnn: Difference between revisions
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Justin113D (talk | contribs) Added page |
Justin113D (talk | contribs) Added gallery and RFL variable names |
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* from the <code>normal</code> texture | * from the <code>normal</code> texture | ||
* to the <code>normal</code> and <code>normal[1]</code> textures [[Texture Blending#Normal map blending|blended]] together. | * to the <code>normal</code> and <code>normal[1]</code> textures [[Texture Blending#Normal map blending|blended]] together. | ||
The shader uses <code>detailDistance</code> and <code>detailFadeRange</code> from the stage RFL to determine the detail range. | |||
| vertex colors = | | vertex colors = | ||
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}} | }} | ||
== Gallery == | |||
<gallery perrow="4" widths="400px" heights="300px" mode="nolines"> | |||
File:ShadowGenerations Detail dpnn example.jpg|How <code>Detail_dpnn</code> is used for cliffs in Rail Canyon to blend in detail normals when the camera is closer to the surface | |||
</gallery> |
Revision as of 17:22, 22 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
An advanced PBR shader that uses distance blending to blend in a detail normal map.
Related shaders
- Blend_dpndpn
- Blend_dpnbdpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpndpn
- DirectionBlend_dpndpn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
Uses distance blending to interpolate
- from the
normal
texture - to the
normal
andnormal[1]
textures blended together.
The shader uses detailDistance
and detailFadeRange
from the stage RFL to determine the detail range.
Vertex Colors
- Color is multiplied into the
diffuse
texture color - Alpha is multiplied into the
diffuse
texture alpha
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 | |
normal
|
1 | 2 | Detail Normal map | Normal map direction that is blended into the normal texture based on camera distance
|
N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
DetailFactor
|
UV scale for the normal[1] texture
|
N/A | N/A | N/A |
Technical
Shader Features |
---|
is_compute_instancing
|
is_use_tex_srt_anim
|
enable_alpha_threshold
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|
Gallery
-
How
Detail_dpnn
is used for cliffs in Rail Canyon to blend in detail normals when the camera is closer to the surface