Shadow Generations Shaders - DirectionBlend dpndpn: Difference between revisions
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Justin113D (talk | contribs) Created page with "{{Shader Documentation | game = Shadow Generations | shader name = DirectionBlend_dpndpn | sbo = model=2, no_noise, no_transparent_layer | overview = An advanced PBR shader that uses directional blending to interpolate between two texture sets. | related shaders = Blend_dpnbdpn, Blend_dpndpn, BlendDetail_dndnd, BlendDetail_dpndpnn, Detail_dpndpn, Detail_dpnn, DirectionBl..." |
Justin113D (talk | contribs) Added gallery |
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[[Texture Blending#Directional blending|Directional blend offset]], | [[Texture Blending#Directional blending|Directional blend offset]], | ||
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File:ShadowGenerations DirectionBlend dpndpn example.jpg{{!}}How <code>DirectionBlend_dpndpn</code> is used in Shadow Generations to create a "gravel" layer on top of rocky surfaces on Chaos Island | |||
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Revision as of 11:12, 25 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
An advanced PBR shader that uses directional blending to interpolate between two texture sets.
Related shaders
- Blend_dpnbdpn
- Blend_dpndpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpndpn
- Detail_dpnn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
Directional blending
This shader has two sets of PBR textures:
diffuse
,specular
andnormal
diffuse[1]
,specular[1]
andnormal[1]
The shader uses a blend factor to interpolate from the first set of textures to second one.
This blend factor is calculated using directional blending.
This involves various inputs:
Input | Description |
---|---|
Normal map | The normal texture is applied to the normal direction before calculating the directional blend factor
|
Red vertex color channel | The directional blend bias |
DirectionParam parameter
|
The directional blend direction |
NormalBlendParam parameter
|
The Directional blend intensity and offset |
diffuse and diffuse[1] (multiplied together)
|
The Directional blend limit |
Transparency
(For some reason) the blend factor is used for the transparency, and not any of the diffuse textures alpha channels.
Vertex Colors
- The colors...
- Red channel is used as the directional blend bias
- Green and blue channels are unused
- Alpha is unused
Material Inputs
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | 0 | Albedo | First Albedo color | directional blend limit | ||
diffuse
|
1 | 2 | Albedo | Second Albedo color | directional blend limit | ||
specular
|
0 | 0 | PRM | First Specular factor; Gets multiplied by 0.25 |
First Smoothness factor | First Metallic factor | First Ambient Occlusion |
specular
|
1 | 2 | PRM | Second Specular factor; Gets multiplied by 0.25 |
Second Smoothness factor | Second Metallic factor | Second Ambient Occlusion |
normal
|
0 | 0 | Normal map | First Normal map direction | N/A | N/A | |
normal
|
1 | 2 | Normal map | Second Normal map direction | N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
DirectionParam
|
Directional blend direction | N/A | ||
NormalBlendParam
|
Directional blend intensity | Directional blend offset | N/A | N/A |
Gallery
-
How
DirectionBlend_dpndpn
is used in Shadow Generations to create a "gravel" layer on top of rocky surfaces on Chaos Island
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
|