Shadow Generations Shaders - Common dpnm: Difference between revisions
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Justin113D (talk | contribs) Corrected information on how the diffuse color is applied |
Justin113D (talk | contribs) Updated formatting |
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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>diffuse</code> | |||
|1||0||Mask | |||
|Controls the visibility of the diffuse parameter color | |||
|N/A||N/A||N/A | |||
|- | |- | ||
!<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]] | |||
|- | |- | ||
!<code>normal</code> | |||
|0||0||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]] | |||
|colspan="2"|Normal map direction | |||
|0 | |N/A||N/A | ||
| | |||
|} | |} | ||
Uses the red channel to control the visibility of the diffuse parameter color. | |||
== Parameters == | == Parameters == | ||
{ | {{Shader Parameter Table Header}} | ||
|<code>diffuse</code> | |<code>diffuse</code> | ||
|colspan="3"| (RGB) Color multiplied with the sampled diffuse texture color | |colspan="3"| (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code> | ||
| N/A | | N/A | ||
|} | |} | ||
== 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 09:44, 8 August 2025
A standard PBR shader, with an additional color mask texture. The color mask controls the visibility of the diffuse parameter, which gets multiplied with the diffuse texture color. This is useful if you want to animate specific regions of a material.
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 | ||
diffuse
|
1 | 0 | Mask | Controls the visibility of the diffuse parameter color | N/A | N/A | N/A |
specular
|
0 | 0 | PRM | Specular factor (multiplied by 0.25) | Smoothness factor | Metallic factor | Ambient Occlusion |
normal
|
0 | 0 | Normal map | Normal map direction | N/A | N/A |
Uses the red channel to control the visibility of the diffuse parameter color.
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
(RGB) Color multiplied with the sampled diffuse texture color based on diffuse [1]
|
N/A |
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
|
Gallery
-
Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo