Shadow Generations Standard Shader Behaviors
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The majority of all shadow generations shaders make use of "shader models", which loosely determine how a shader interacts with lighting or more.
Index | Name | Description |
---|---|---|
0 | Clear | Technically, this is the "no shader model" shader model, and so far no shader has been discovered that uses it. It is used to determine where to draw the skybox |
1 | Unlit | These shaders do no interact with lighting at all, but just render out the emission channel and use that as is. These shaders allow for custom lighting behavior. |
2 | Standard (PBR) | The "default" shading model, which is used by the majority of all material shaders. It uses the standard physically based rendering lighting model. |
3 | Subsurface Scattering (PBR) | Identical to the standard PBR model, with added subsurface scattering lighting. |
4 | Anisotropic Reflections (PBR) | Identical to the standard PBR model, with one exception: Reflections are rendered using with anisotropic distribution.
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5 | Unknown | |
6 | Unknown | |
7 | Unknown |