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Shadow Generations Shaders - Detail dpnn: Difference between revisions

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Simplified detail normal map documentation
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Used new gallery parameter
 
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DetailFactor,
DetailFactor,
UV scale for the <code>normal[1]</code> texture,,,;
UV scale for the <code>normal[1]</code> texture,,,;
| gallery =
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


| features =
| features =
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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>

Latest revision as of 20:42, 22 August 2025

Return to shaders list

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

Behavior

Uses distance blending to interpolate

  • from the normal texture
  • to the normal and normal[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 Detail Normal map direction N/A N/A

Parameters

Name

X

Y

Z

W

DetailFactor UV scale for the normal[1] texture N/A N/A N/A

Gallery

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
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