Shadow Generations Shaders - Common dpna: 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)]] | |||
* | |||
== Textures == | == Textures == | ||
{ | {{Shader Texture Table Header}} | ||
!<code>diffuse</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]] | |||
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color | |||
|Transparency | |||
|- | |- | ||
!<code>specular</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]] | |||
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor; | |||
Gets 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]] | |||
|- | |- | ||
!<code>normal</code> | |||
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]] | |||
|colspan="3"|Normal map direction | |||
|N/A | |||
|- | |- | ||
!<code>transparency</code> | |||
|0||3||[[Hedgehog Engine 2 - Textures#Transparency|Transparency]] | |||
|Transparency; | |||
Gets multiplied into <code>diffuse</code> alpha | |||
|N/A||N/A||N/A | |||
|} | |} | ||
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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 09:18, 8 August 2025
The standard PBR shader with no special logic.
Useful for when wanting more variety in the transparency without having it tile the same way as the diffuse texture, as the transparency texture uses the fourth UV channel.
Related shaders
Behavior
- Supports all mesh layers
- Uses Shader model 2 (Standard)
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | 0 | Albedo | Albedo color | Transparency | ||
specular
|
0 | 0 | PRM | Specular factor;
Gets multiplied by 0.25 |
Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 2 | Normal map | Normal map direction | N/A | ||
transparency
|
0 | 3 | Transparency | Transparency;
Gets multiplied into |
N/A | N/A | N/A |
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
|