Shadow Generations Shaders - Common dither dpn: Difference between revisions
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== Behavior == | == Behavior == | ||
* Supports | * Supports all [[Mesh Layers|mesh layers]] | ||
* Uses [[Shadow_Generations_Shader_Models|Shader model 2 (Standard)]] | |||
* Uses [[Transparency Dithering#Noise Dithering|noise dithering]] | |||
* | |||
== Textures == | == Textures == | ||
{ | {{Shader Texture Table Header}} | ||
|<code>diffuse</code> | |<code>diffuse</code> | ||
|0 | |0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]] | ||
| | |colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color | ||
|Transparency | |||
|- | |||
|<code>specular</code> | |<code>specular</code> | ||
|0 | |0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]] | ||
| | | [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor | ||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]] | |||
|- | |- | ||
|<code>normal</code> | |<code>normal</code> | ||
|0 | |0||2||[[Hedgehog Engine 2 - Textures#Normal map|normal map]] | ||
| | |colspan="3"|Normal map direction | ||
|N/A | |||
|} | |} | ||
== Parameters == | == Parameters == | ||
{ | {{Shader Parameter Table Header}} | ||
|<code>diffuse</code> | |<code>diffuse</code> | ||
| N/A | | N/A | ||
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| N/A | | N/A | ||
| Multiplied into the diffuse texture alpha | | Multiplied into the diffuse texture alpha | ||
|} | |} | ||
== Vertex Colors == | |||
* Color is multiplied into the <code>diffuse</code> texture color* | |||
** *Exception: The model is using vertex animation textures | |||
* Alpha is multiplied into the <code>diffuse</code> texture alpha. | |||
== Technical == | == Technical == | ||
Uses the default vertex shader. | Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]]. | ||
{| class="mw-collapsible mw-collapsed wikitable" width="300px" | {| class="mw-collapsible mw-collapsed wikitable" width="300px" |
Revision as of 19:28, 7 August 2025
The standard PBR shader using noise dithering. Also supports modifying material transparency using the diffuse color parameter.
Related shaders
Behavior
- Supports all mesh layers
- Uses Shader model 2 (Standard)
- Uses noise dithering
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | 0 | Albedo | Albedo color | Transparency | ||
specular
|
0 | 0 | PRM | Specular factor | Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 2 | normal map | Normal map direction | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
N/A | N/A | N/A | Multiplied into the diffuse texture alpha |
Vertex Colors
- Color is multiplied into the
diffuse
texture color*- *Exception: The model is using vertex animation textures
- Alpha is multiplied into the
diffuse
texture alpha.
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
|