Template:Shader Documentation
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No description.
| Parameter | Description | Type | Status | |
|---|---|---|---|---|
| Game | game | Which game this shader belongs to | String | required | 
| Shader name | shader name | The name of the shader | String | required | 
| Shader behavior overview | sbo | Parameters for the shader behavior overview | String | optional | 
| Overview | overview | Overview content | Content | required | 
| Related shaders | related shaders | List of related shaders | String | optional | 
| Behavior | behavior | Behavior content | Content | optional | 
| Multi tangent | multi tangent | Multi tangent behavior | Content | optional | 
| Vertex color | vertex colors | Vertex color behavior | Content | optional | 
| Textures | textures | Texture table contents; Fields seperated by commas, column spans specified by underscores and rows seperated by semicolons | Content | optional | 
| Parameters | parameters | Parameter table contents; Fields seperated by commas, column spans specified by underscores and rows seperated by semicolons | Content | optional | 
| Gallery contents | gallery | Picture gallery contents | String | optional | 
| Technical | technical | Technical information | Content | optional | 
| Shader features (technical) | features | List of technical features that the shader has been compiled with | Content | optional | 
Example
Overview
Shader Behavior Overview
Shader model: 
Does not support:
   [2] Standard (PBR)
Uses:
Does not support:
A standard PBR shader with no special behavior.
Related shaders
Behavior
Lorem ipsum.
Multi-tangent
Lorem ipsum.
Vertex Colors
- Color is multiplied into the diffusetexture color
- Alpha is multiplied into the diffusetexture alpha
Material Inputs
Textures
| Name | Index | UV Index | Kind | Red | Green | Blue | Alpha | 
|---|---|---|---|---|---|---|---|
| diffuse | 0 | 0 | Albedo | Albedo color | Transparency | ||
| test | 1 | 2 | N/A | N/A | N/A | N/A | N/A | 
Parameters
| Name | X | Y | Z | W | 
|---|---|---|---|---|
| diffuse | Albedo color | N/A | ||
| PBRFactor | Specular factor | Smoothness factor | Metallic factor | N/A | 
Gallery
- 
			
			HowDetail_dpnnis used for cliffs in Rail Canyon to blend in detail normals when the camera is closer to the surface
Technical
lorem ipsum.
| 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 | 
Other
Outside template
