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Shadow Generations Shaders - Blend_dpnbdpn

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Overview

Shader Behavior Overview

An advanced PBR shader that lets you blend between two sets of textures using vertex alpha and a mask texture.

Related shaders

Behavior

This shader has two sets of PBR textures:

  • diffuse, specular and normal
  • diffuse[1], specular[1] and normal[1]

The shader uses a blend factor to interpolate from the first set of textures to second one.
This blend factor consists of the vertex alpha multiplied by the transparency textures red channel.

  • For the specular and normal textures, the blend factor is used as is.
  • For the diffuse textures, the blend factor is multiplied by the diffuse[1] texture alpha.

Multi-tangent

When enabled, the second set of tangents will be used to unpack the normal[1] texture.

Vertex Colors

  • Color is multiplied into the blended together diffuse texture color
  • Alpha is used as the basis for the blend factor

Material Inputs

Textures

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo First Albedo color N/A
diffuse 1 2 Albedo Second Albedo color Multiplied into the vertex alpha (blend factor), but only for when blending the two diffuse textures!
specular 0 0 PRM First Specular factor;
Gets multiplied by 0.25
First Smoothness factor First Metallic factor First Ambient Occlusion
specular 1 2 PRM Second Specular factor;
Gets multiplied by 0.25
Second Smoothness factor Second Metallic factor Second Ambient Occlusion
normal 0 0 Normal map First Normal map direction N/A N/A
normal 1 2 Normal map Second Normal map direction N/A N/A
transparency 0 3 Mask Multiplied into the vertex alpha (blend factor) N/A N/A N/A

Parameters

This shader does not use any parameters.

Gallery

Technical

Shader Features
is_use_tex_srt_anim
enable_multi_tangent_space
is_use_gi_prt
is_use_gi_sg
is_use_gi
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