Shadow Generations Shaders - Common dpna: Difference between revisions
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{{ | {{Shader Documentation | ||
| game = Shadow Generations | |||
| model=2 | | shader name = Common_dpna | ||
| sbo = model=2 | |||
The standard PBR shader with no special logic. | | overview = | ||
The standard PBR shader with no special logic and an additional transparency texture. | |||
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. | 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 = | |||
Common_d, | |||
Common_dn, | |||
Common_dp, | |||
Common_dpn, | |||
Common_dither_dpn | |||
= | | 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]]_,,; | |||
transparency,0,3, | |||
[[Hedgehog Engine 2 - Textures#Transparency|Transparency]], | |||
Transparency\;<br/>Gets multiplied into the <code>diffuse</code> texture alpha,,,; | |||
Gets multiplied | |||
| | | 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 08:40, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
The standard PBR shader with no special logic and an additional transparency texture.
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
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 | |
transparency
|
0 | 3 | Transparency | Transparency; Gets multiplied into the diffuse texture alpha
|
N/A | N/A | N/A |
Parameters
This shader does not use any parameters.
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
|