Shadow Generations Shaders - Common dither dpn: Difference between revisions
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Justin113D (talk | contribs) Added behavior |
Justin113D (talk | contribs) Replaced transparency with opacity |
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A standard PBR shader using [[Transparency Dithering#Noise Dithering|noise dithering]]. | A standard PBR shader using [[Transparency Dithering#Noise Dithering|noise dithering]]. | ||
Also supports modifying | Also supports modifying the materials transparency using the <code>diffuse</code> parameter. | ||
| related shaders = | | related shaders = | ||
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[[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | [[Hedgehog Engine 2 - Textures#Albedo|Albedo]], | ||
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__, | ||
[[Opacity|Opacity]]; | |||
specular,0,0, | specular,0,0, |
Revision as of 09:23, 18 August 2025
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Uses:
A standard PBR shader using noise dithering.
Also supports modifying the materials transparency using the diffuse
parameter.
Related shaders
Behavior
Multiplies the diffuse
parameters W value into the diffuse
texture alpha channel to alter the transparency.
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 | Opacity | ||
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
|