Common shaders¶
These are the standard non-emission PBR shaders. For emission PBR shaders, see emission shaders.
Shader table¶
Behavior¶
- Standard behaviors
Supports deferred rendering
Supports transparency blending
Supports transparency clipping
Uses the PBR lighting model
Uses dithering
Uses weather effects
Vertex colors, including alpha, get combined with the diffuse texture via multiplication
- Common_dither_dpn
The
Common_dither_dpn
shader uses a different dithering texture for forced transparency dithering. It also completely ignores the materials transparency threshold.
Textures¶
- diffuse
A standard albedo texture.
Uses alpha channel for transparency.
Uses the 1st UV channel.
- specular
A standard PRM texture.
Uses the 1st UV channel.
- normal
A standard normal map texture.
Attempts to use the 3rd UV channel.
- transparency
A standard transparency texture.
Combined with alpha from the diffuse texture via multiplication.
Attempts to use the 4th UV channel.
Parameters¶
- PBRFactor
A float parameter that acts as replacement for the missing specular texture.
X is the specular value
Y is the smoothness value
Z is the metallic value
- diffuse
A float parameter containing a color.
Exclusive to the
Common_dither_dpn
shader, which combines the alpha component with the diffuse textures alpha channel via multiplication.