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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dither_dpn}}
{{Shader Documentation
{{SXSG Shader Behavior
| game = Shadow Generations
| model=2
| shader name = Common_d, noise_dithering
| noise_dithering=1
| sbo = model=2
}}
[[Shadow Generations Shaders|Return to shaders list]]


| 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 ===
| related shaders =  
* [[Shadow Generations Shaders - Common_d|Common_d]]
Common_d,
* [[Shadow Generations Shaders - Common_dn|Common_dn]]
Common_dn,
* [[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


== 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>
specular,0,0,
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
[[Hedgehog Engine 2 - Textures#PRM|PRM]],
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor\; <br/>Gets multiplied by 0.25,
|Transparency
[[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]]_,,;


!<code>specular</code>
| parameters =
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
diffuse,,,,Multiplied into the <code>diffuse</code> texture alpha;
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor;
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]]


|-
| 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


!<code>normal</code>
}}
|0||2||[[Hedgehog Engine 2 - Textures#Normal map|normal map]]
|colspan="2"|Normal map direction
|N/A||N/A
 
|}
 
== Parameters ==
 
{{Shader Parameter Table Header}}
 
!<code>diffuse</code>
| N/A
| N/A
| N/A
| Multiplied into the diffuse texture alpha
 
|}
 
== 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>
|-
|<code>u_model_user_flag_0</code>
|}

Revision as of 08:24, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

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
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