Shadow Generations Shaders - BlendDetail_dndnd
Appearance
Overview
Shader Behavior Overview
Shader model:
[2] Standard (PBR)
Does not support:
An advanced PBR shader that uses
- vertex alpha to blend between two albedo textures
- distance blending to apply detail albedo and normal map textures
Warning
This shader has a severe bug where normals break outside the detail range!
It is advised to not use this shader.
Related shaders
- Blend_dpndpn
- Blend_dpnbdpn
- BlendDetail_dpndpnn
- Detail_dpndpn
- Detail_dpnn
- DirectionBlend_dpndpn
- DirectionBlend_dpndpnn
- DirectionBlend_dpnndpn
- DistanceBlend_dpn
Behavior
Todo
Bugs
Warning
The shader checks if the surface is within the detail range, and only then applies the detail diffuse and the detail normal textures.
Unfortunately, the surface' normal direction never gets set outside this
if
-blocks, which means normals are completely broken outside the detail range.Vertex Colors
- Color is not used
- Alpha is used as the basis for the blend factor
Material Inputs
Textures
Name | Index | UV Index | Kind | Red | Green | Blue | Alpha |
---|---|---|---|---|---|---|---|
diffuse
|
0 | Any | Albedo | First Albedo color | N/A | ||
diffuse
|
1 | 2 | Detail albedo | Detail color | N/A | ||
diffuse
|
2 | Any | Albedo | Second Albedo color | N/A | ||
normal
|
0 | 0 | Normal map | Normal map direction | N/A | N/A | |
normal
|
1 | 2 | Detail Normal map | Detail Normal map direction | N/A | N/A |
Parameters
Name | X | Y | Z | W |
---|---|---|---|---|
DetailFactor
|
UV scale for the diffuse[1] and normal[1] textures
|
N/A | N/A | N/A |
PBRFactor
|
First Specular factor | First Smoothness factor | First Metallic factor | N/A |
PBRFactor2
|
Second Specular factor | Second Smoothness factor | Second Metallic factor | N/A |
Technical
Shader Features |
---|
enable_multi_tangent_space
|
is_use_tex_srt_anim
|
is_use_gi_prt
|
is_use_gi_sg
|
is_use_gi
|