Shadow Generations Shaders - DistanceBlend dpn: Difference between revisions
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Justin113D (talk | contribs) Created page with "{{Shader Documentation | game = Shadow Generations | shader name = Blend_dpndpn | sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing | overview = An advanced PBR shader that uses distance blending to blend between 3 sets of textures. | related shaders = Blend_dpndpn, Blend_dpnbdpn, BlendDetail_dndnd, BlendDetail_dpndpnn, Detail_dpndpn, Detail_dpnn, Direct..." |
Justin113D (talk | contribs) Fixed title |
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{{Shader Documentation | {{Shader Documentation | ||
| game = Shadow Generations | | game = Shadow Generations | ||
| shader name = | | shader name = DistanceBlend_dpn | ||
| sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing | | sbo = model=2, no_transparent_layer, no_noise, no_compute_instancing | ||
Latest revision as of 15:31, 25 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
An advanced PBR shader that uses distance blending to blend between 3 sets of textures.
Related shaders
- Blend_dpndpn
- Blend_dpnbdpn
- BlendDetail_dndnd
- BlendDetail_dpndpnn
- Detail_dpndpn
- Detail_dpnn
- DirectionBlend_dpndpn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
Behavior
This shader uses distance blending to blend between 3 sets of PBR textures:
diffuse
,diffuse[1]
anddiffuse[2]
normal
,normal[1]
andnormal[2]
- The
specular
texture counts as 3 different textures, each color channel containing the smoothness for a different set.
The specular factor is the same for every set, and the ambient occlusion from the specular
texture only gets used for the first set, while the second and third sets don't receive any ambient occlusion.
The shaders DistanceBlend
parameter determines at which distance to blend to each texture set:
X
andY
are used to blend to the second set of texturesZ
andW
are used to blend to the third set of textures
The third set has priority over the second set, so if the distances are set up so that the third set starts blending in before the second, then the second won't be visible at all.
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 | First albedo color | First opacity | ||
diffuse
|
1 | Any | Albedo | Second albedo color | Second opacity | ||
diffuse
|
2 | Any | Albedo | Third albedo color | Third opacity | ||
specular
|
0 | 0 | N/A | First smoothness factor | Second smoothness factor | Third smoothness factor | Ambient Occlusion |
normal
|
0 | 2 | Normal map | First normal map direction | N/A | N/A | |
normal
|
1 | Any | Normal map | Second normal map direction | N/A | N/A | |
normal
|
2 | Any | Normal map | Third normal map direction | N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
DistanceBlend
|
First distance center | First fade range | Second distance center | Second fade range |
DetailFactor
|
UV scale for the
|
UV scale for the
|
N/A | N/A |
PBRFactor
|
Specular factor | N/A | N/A | N/A |
Technical
Shader Features |
---|
is_use_tex_srt_anim
|
enable_alpha_threshold
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|