Jump to content

Shadow Generations Standard Shader Behaviors: Difference between revisions

From HedgeDocs
Justin113D (talk | contribs)
m Justin113D moved page Shadow Generations Shader Models to Shadow Generations Standard Shader Behaviors: Page gains more info alongside the models
Justin113D (talk | contribs)
Added new sections, all TODO
Line 1: Line 1:
The majority of all shadow generations shaders make use of "shader models", which loosely determine how a shader interacts with lighting or more.
[[Shadow Generations Shaders|Return to shaders list]]
 
Basically all material shaders in Shadow Generations follow a set of behaviors that can be assumed to be used unless specified otherwise
 
== Render Layers ==
 
TODO
 
== Pixel Shader ==
 
=== Shader Models ===
 
All material shaders make use of one of those shader models, which loosely determine how a shader interacts with lightning and more.


{| class="wikitable" width="90%" style="margin: auto;"
{| class="wikitable" width="90%" style="margin: auto;"
Line 41: Line 53:
|
|
|}
|}
=== Noise ===
TODO
=== Global Illumination ===
TODO
== Vertex Shader ==
=== Billboards ===
TODO
=== Bone Weights ===
TODO
=== Multiple Tangents ===
TODO
== Other ==
=== Subsurface Scattering ===
TODO
=== Anisotropic Reflections ===
TODO
=== Instancing ===
TODO
==== Compute instancing ====
TODO

Revision as of 19:22, 10 August 2025

Return to shaders list

Basically all material shaders in Shadow Generations follow a set of behaviors that can be assumed to be used unless specified otherwise

Render Layers

TODO

Pixel Shader

Shader Models

All material shaders make use of one of those shader models, which loosely determine how a shader interacts with lightning and more.

Index Name Description
0 Clear Technically, this is the "no shader model" shader model, and so far no shader has been discovered that uses it. It is used to determine where to draw the skybox
1 Unlit These shaders do no interact with lighting at all, but just render out the emission channel and use that as is. These shaders allow for custom lighting behavior.
2 Standard (PBR) The "default" shading model, which is used by the majority of all material shaders. It uses the standard physically based rendering lighting model.

This shading model is also affected by weather effects

3 Subsurface Scattering (PBR) Identical to the standard PBR model, with added subsurface scattering lighting.
4 Anisotropic Reflections (PBR) Identical to the standard PBR model, with one exception: Reflections are rendered using with anisotropic distribution.
The left model uses standard reflections, while the model one the right uses anisotropic reflections
5 Unknown
6 Unknown
7 Unknown

Noise

TODO

Global Illumination

TODO

Vertex Shader

Billboards

TODO

Bone Weights

TODO

Multiple Tangents

TODO

Other

Subsurface Scattering

TODO

Anisotropic Reflections

TODO

Instancing

TODO

Compute instancing

TODO

Cookies help us deliver our services. By using our services, you agree to our use of cookies.