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Shadow Generations Shaders - Common dp: Difference between revisions

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== Behavior ==
== Behavior ==


* Supports [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]
* Supports all [[Mesh Layers|mesh layers]]
* Supports compute instancing
* Uses [[Shadow_Generations_Shader_Models|Shader model 2 (Standard)]]
* Supports [[Mesh Layers#Transparent|transparency blending]]
* Supports [[Mesh Layers#Punch-through|transparency clipping]]
* Uses the [[Hedgehog Engine 2 - Physically Based Rendering (PBR)|PBR lighting model]]
* Uses [[Hedgehog Engine 2 - Weather|weather effects]]
* Uses the default shading model
* 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 ==


{| class="wikitable" width="100%"
{{Shader Texture Table Header}}
|+
! width=10% |Name
! width=1% |Index
!Info
|-
|<code>diffuse</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#Albedo|albedo]] texture.


Uses alpha channel for transparency.
!<code>diffuse</code>
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
|Transparency


Uses the 1st UV channel.
|-
|-
|<code>specular</code>
|0
|A standard [[Hedgehog Engine 2 - Textures#PRM|PRM]] texture.


Uses the 1st UV channel.
!<code>specular</code>
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor (multiplied by 0.25)
| [[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]]
 
|}
|}


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This shader does not use any parameters
This shader does not use any parameters
== 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 09:13, 8 August 2025

Return to shaders list

A standard PBR shader with no special logic.

Related shaders

Behavior

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo Albedo color Transparency
specular 0 0 PRM Specular factor (multiplied by 0.25) Smoothness factor Metallic factor Ambient Occlusion

Parameters

This shader does not use any parameters

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
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