Shadow Generations Shaders - Common dpna: Difference between revisions
Appearance
Justin113D (talk | contribs) No edit summary |
Justin113D (talk | contribs) No edit summary |
||
Line 51: | Line 51: | ||
Gets multiplied into <code>diffuse</code> alpha | Gets multiplied into <code>diffuse</code> alpha | ||
|N/A||N/A||N/A | |N/A||N/A||N/A | ||
|} | |} | ||
Revision as of 10:35, 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 | 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
|