Detail shaders¶
Detail shaders are basically standard PBR shaders that blend in a second set of textures based on how close the camera is to the surface.
Shader table¶
Behavior¶
- Standard behaviors
Uses the PBR lighting model
Uses weather effects
- Rendering
The shaders only support deferred rendering and have not been compiled for forward rendering.
- Transparency
Supports transparency clipping, but does not support transparency blending as the shaders do not support forward rendering.
- Vertex colors
Vertex colors, including alpha, get combined with the diffuse texture via multiplication
- Exceptions:
Detail_dpndpn
also combines the vertex color alpha with ambient occlusion via multiplication.
- Dithering
Uses dithering, although the dithering for
Detail_dpndpn
is broken.
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.
Uses the 1st UV channel.
- diffuse1
A standard albedo texture.
Attempts to use the 3rd UV channel.
The RGB channels get “overlaid” over diffuse (influenced by the camera distance).
- specular1
A standard PRM texture.
Attempts to use the 3rd UV channel.
Each channel affects the base of the specular texture differently (influenced by the camera distance):
Specular is ignored
Smoothness is overlaid over the base (see diffuse1)
Metallic is remapped to range from -1 to 1 and then added to the base
Ambient occlusion is multiplied to the base
- normal1
A standard normal map texture.
Attempts to use the 3rd UV channel.
Gets blended together with the normal texture (influenced by the camera distance).