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{{DISPLAYTITLE:Shadow Generations Shaders - Emission_d}}
{{Shader Documentation
{{SXSG Shader Behavior
| game = Shadow Generations
| model=2  
| shader name = Emission_d
}}
| sbo = model=2, no_compute_instancing, no_noise
[[Shadow Generations Shaders|Return to shaders list]]


A standard PBR shader with an emission layer and no special logic.
| overview =
A standard PBR shader (including [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|emission]]) with no special behavior.


=== Related shaders ===
| related shaders =  
* [[Shadow Generations Shaders - Emission_dE|Emission_dE]]
Emission_dE,
* [[Shadow Generations Shaders - Emission_dnE|Emission_dnE]]
Emission_dnE,
* [[Shadow Generations Shaders - Emission_dpE|Emission_dpE]]
Emission_dpE,
* [[Shadow Generations Shaders - Emission_dpnE|Emission_dpnE]]
Emission_dpnE,
* [[Shadow Generations Shaders - Emission_dpnEa|Emission_dpnEa]]
Emission_dpnEa


== Textures ==
| vertex color =
* Color is multiplied into the <code>diffuse</code> texture color
* Alpha: Unused


{{Shader Texture Table Header}}
| textures =
diffuse,0,0,
[[Hedgehog Engine 2 - Textures#Albedo|Albedo]],
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color__,
[[Opacity|Opacity]];


!<code>diffuse</code>
| parameters =
|0||0||[[Hedgehog Engine 2 - Textures#Albedo|Albedo]]
|colspan="3"|[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Albedo|Albedo]] color
|Transparency


|}
emissive,
(RGB) [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|Emission]] color__,;


== Parameters ==
ambient,
(RGB) Multiplied into the <code>emissive</code> parameter color__,;


{{Shader Parameter Table Header}}
Luminance,
[[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Luminance|Luminance]]\;<br/>Multiplied into the <code>emissive</code> parameter color,,,;


!<code>emissive</code>
PBRFactor,
|colspan="3"|(RGB) [[Hedgehog_Engine_2_-_Physically_Based_Rendering_(PBR)#Emission|Emission]] color
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor,
|N/A
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor,
[[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor,
;


|-
| features =
is_use_tex_srt_anim,
enable_deferred_rendering,
enable_alpha_threshold,
is_use_gi_prt,
is_use_gi_sg,
is_use_gi


!<code>ambient</code>
}}
|colspan="3"|(RGB) Multiplied into the <code>emissive</code> parameter color
|N/A
 
|-
 
!<code>Luminance</code>
| Multiplied into the <code>emissive</code> parameter color
| N/A
| N/A
| N/A
 
|-
 
!<code>PBRFactor</code>
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|Specular]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|Smoothness]] factor
| [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Metallic|Metallic]] factor
| N/A
 
|}
 
== Vertex Colors ==
 
* Color is multiplied into the <code>diffuse</code> texture color*
** *Exception: The model is using vertex animation textures
* Alpha: N/A
 
== Technical ==
 
Uses the [[Shadow_Generations_Shaders_-_common_vs|default vertex shader]].
 
{| class="mw-collapsible mw-collapsed wikitable" width="300px"
|-
!Shader Features
|-
|<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>
|}

Revision as of 10:11, 18 August 2025

Return to shaders list

Overview

Shader Behavior Overview
Shader model:

   [2] Standard (PBR)
Does not support:

A standard PBR shader (including emission) with no special behavior.

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 Opacity

Parameters

Name

X

Y

Z

W

emissive (RGB) Emission color N/A
ambient (RGB) Multiplied into the emissive parameter color N/A
Luminance Luminance;
Multiplied into the emissive parameter color
N/A N/A N/A
PBRFactor Specular factor Smoothness factor Metallic factor N/A

Technical

Shader Features
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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