Shadow Generations Shaders - Common dither dpn: Difference between revisions
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{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| | | shader name = Common_d, noise_dithering | ||
| noise_dithering | | sbo = model=2 | ||
| overview = | |||
The standard PBR shader using [[Transparency Dithering#Noise Dithering|noise dithering]]. | The standard PBR shader using [[Transparency Dithering#Noise Dithering|noise dithering]]. | ||
<br/>Also supports modifying material transparency using the diffuse color parameter. | <br/>Also supports modifying material transparency using the diffuse color parameter. | ||
| related shaders = | |||
Common_d, | |||
Common_dn, | |||
Common_dp, | |||
Common_dpn, | |||
Common_dpna | |||
= | | vertex color = | ||
* Color is multiplied into the <code>diffuse</code> texture color | |||
* Alpha is multiplied into the <code>diffuse</code> texture alpha. | |||
| textures = | |||
diffuse,0,0, | |||
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | |||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | |||
Transparency; | |||
specular,0,0, | |||
[[Hedgehog Engine 2 - Textures#PRM|PRM]], | |||
| | [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; <br/>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]]; | |||
| | normal,0,2, | ||
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]], | |||
[[Normal_mapping|Normal map direction]]_,,; | |||
| parameters = | |||
diffuse,,,,Multiplied into the <code>diffuse</code> texture alpha; | |||
| | | 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 | |||
}} | |||
Revision as of 08:24, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
The standard PBR shader using noise dithering.
Also supports modifying material transparency using the diffuse color parameter.
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 | ||
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 |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
N/A | N/A | N/A | Multiplied into the diffuse texture alpha
|
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
|
u_model_user_flag_0
|