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{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}}
{{Shader Documentation
{{SXSG Shader Behavior
| game = Shadow Generations
| model=2  
| shader name = Common_dpnm
}}
| sbo = model=2
[[Shadow Generations Shaders|Return to shaders list]]
 
A standard PBR shader, with an additional mask texture to apply a color decal.


=== Related shaders ===
| overview =  
* [[Shadow Generations Shaders - Common_dpn|Common_dpn]]
A standard PBR shader, with an additional mask texture to apply a color decal.


== Behavior ==
| related shaders =  
Common_dpn


| behavior =
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color.
The <code>diffuse [1]</code> texture is a mask that controls the visibility of the <code>diffuse</code> parameter color, which gets multiplied with the <code>diffuse</code> texture color.
This is useful if you want to animate specific regions of a material.
This is useful if you want to animate specific regions of a material with a single color.


== 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>
diffuse,1,0,
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
Mask,
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
Controls the visibility of the <code>diffuse</code> parameter 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]];


!<code>diffuse</code>
normal,0,0,
|1||0||Mask
[[Hedgehog Engine 2 - Textures#Normal map|Normal map]],
|Controls the visibility of the diffuse parameter color
[[Normal_mapping|Normal map direction]]_,,;
|N/A||N/A||N/A


|-
| parameters =
diffuse, (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code>__,;


!<code>specular</code>
| features =
|0||0||[[Hedgehog Engine 2 - Textures#PRM|PRM]]
is_compute_instancing,
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor (multiplied by 0.25)
is_use_tex_srt_anim,
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor
enable_deferred_rendering,
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
enable_alpha_threshold,
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|Ambient Occlusion]]
is_use_gi_prt,
is_use_gi_sg,
is_use_gi


|-
}}
 
!<code>normal</code>
|0||0||[[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>
|colspan="3"| (RGB) Color multiplied with the sampled diffuse texture color based on <code>diffuse [1]</code>
| 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>
|}
 
== Gallery ==
<gallery perrow="4" widths="400px" heights="300px" mode="nolines">
File:SXSG Common dpnm example.jpg|Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo
</gallery>

Revision as of 09:05, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)

A standard PBR shader, with an additional mask texture to apply a color decal.

Related shaders

Behavior

The diffuse [1] texture is a mask that controls the visibility of the diffuse parameter color, which gets multiplied with the diffuse texture color. This is useful if you want to animate specific regions of a material with a single color.

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
diffuse 1 0 Mask Controls the visibility of the diffuse parameter color N/A N/A N/A
specular 0 0 PRM Specular factor;
Gets multiplied by 0.25
Smoothness factor Metallic factor Ambient Occlusion
normal 0 0 Normal map Normal map direction N/A N/A

Parameters

Name

X

Y

Z

W

diffuse (RGB) Color multiplied with the sampled diffuse texture color based on diffuse [1] 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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