Shadow Generations Shaders - Common_dpnm
Appearance
A standard PBR shader, with an additional color mask texture. The color mask is used to overlay the diffuse parameter color over the diffuse texture color (after vertex colors were applied!). This is useful if you want to animate specific regions of a material.
Related shaders
Behavior
- Supports deferred rendering
- Supports compute instancing
- Supports transparency blending
- Supports transparency clipping
- Uses the PBR lighting model
- Uses weather effects
- Uses the default shading model
- Vertex colors, including alpha, get combined with the diffuse texture via multiplication. (Only if they are not already used for vertex animation textures)
Textures
Name | Index | Info |
---|---|---|
diffuse
|
0 | A standard albedo texture.
Uses alpha channel for transparency. Uses the 1st UV channel. |
diffuse
|
1 | A mask texture.
Uses the red channel to interpolate between the diffuse texture output (red=0) and the diffuse color (red=1). Uses the 1st UV channel. |
specular
|
0 | A standard PRM texture.
Uses the 1st UV channel. |
normal
|
0 | A standard normal map texture.
Uses the 1st UV channel. |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
diffuse
|
(RGB) Color to be overlaid | N/A |
Technical
Uses the default vertex shader.
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
|
Gallery
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Using Common_dpnm to overlay a red color over a ground texture using the Hedgedocs logo