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Shadow Generations Shaders - Common dpn: Difference between revisions

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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpn}}
{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpn}}
The standard PBR shader with no special logic.
=== Related shaders ===
* [[Shadow Generations Shaders - Common_d|Common_d]]
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
* [[Shadow Generations Shaders - Common_dither_dpn|Common_dither_dpn]]


== Behavior ==
== Behavior ==
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* Supports [[Mesh Layers#Transparent|transparency blending]]
* Supports [[Mesh Layers#Transparent|transparency blending]]
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
* Supports <code>user_model_1</code> (?)
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
* Uses [[Hedgehog Engine 2 - Weather|weather effects]]
* Uses [[Hedgehog Engine 2 - Weather|weather effects]]
* Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
* Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)


== Textures ==
== Textures ==
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This shader does not use any parameters
This shader does not use any parameters
== Technical ==
Uses the default vertex shader.
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!Shader Features
|-
|is_compute_instancing
|-
|is_use_tex_srt_anim
|-
|enable_deferred_rendering
|-
|enable_alpha_threshold
|-
|is_use_gi_prt
|-
|is_use_gi_sg
|-
|is_use_gi
|-
|u_model_user_flag_0
|}

Revision as of 17:44, 12 July 2025


The standard PBR shader with no special logic.

Related shaders

Behavior


Textures

diffuse

A standard albedo texture.

Uses alpha channel for transparency.

Uses the 1st UV channel.

specular

A standard PRM texture.

Uses the 1st UV channel.

normal

A standard normal map texture.

Attempts to use the 3rd UV channel.

Parameters

This shader does not use any parameters

Technical

Uses the default vertex shader.

Shader Features
is_compute_instancing
is_use_tex_srt_anim
enable_deferred_rendering
enable_alpha_threshold
is_use_gi_prt
is_use_gi_sg
is_use_gi
u_model_user_flag_0
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