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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dn}}
{{Shader Documentation
{{SXSG Shader Behavior
|game=Shadow Generations
| model=2  
|shader name=Common_dn
}}
|sbo=model=2
[[Shadow Generations Shaders|Return to shaders list]]


|overview=
A standard PBR shader with no special logic.
A standard PBR shader with no special logic.


=== Related shaders ===
|related shaders=
* [[Shadow Generations Shaders - Common_d|Common_d]]
Common_d,
* [[Shadow Generations Shaders - Common_dp|Common_dp]]
Common_dp,
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
Common_dpn,
* [[Shadow Generations Shaders - Common_dpna|Common_dpna]]
Common_dpna,
* [[Shadow Generations Shaders - Common_dither_dpn|Common_dither_dpn]]
Common_dither_dpn


== Textures ==
|vertex color=
* Color is multiplied into the <code>diffuse</code> texture color.
* Alpha is multiplied into the <code>diffuse</code> texture alpha.


{{Shader Texture Table Header}}
|textures=
diffuse,0,0,
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,
Transparency;


!<code>diffuse</code>
normal,0,2,
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
Normal map direction_,,;
|Transparency


|-
|parameters=
PBRFactor,
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor,
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,
;


!<code>normal</code>
|features=
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|Normal map]]
is_compute_instancing,
|colspan="2"|Normal map direction
is_use_tex_srt_anim,
|N/A||N/A
enable_deferred_rendering,
enable_alpha_threshold,
is_use_gi_prt,
is_use_gi_sg,
is_use_gi


|}
}}
 
== Parameters ==
 
{{Shader Parameter Table Header}}
 
!<code>PBRFactor</code>
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
| 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 ==
 
Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]].
 
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!Shader Features
|-
|<code>is_compute_instancing</code>
|-
|<code>is_use_tex_srt_anim</code>
|-
|<code>enable_deferred_rendering</code>
|-
|<code>enable_alpha_threshold</code>
|-
|<code>is_use_gi_prt</code>
|-
|<code>is_use_gi_sg</code>
|-
|<code>is_use_gi</code>
|}

Revision as of 21:34, 17 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

A standard PBR shader with no special logic.

Related shaders

Behavior

Vertex Colors

Shader does not use vertex colors

Material Inputs

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo Albedo color Transparency
normal 0 2 Normal map Normal map direction N/A N/A

Parameters

Name

X

Y

Z

W

PBRFactor Specular factor Smoothness factor Metallic factor N/A

Technical

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
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