Emission shaders¶
These are the standard emission PBR shaders. For non-emission PBR shaders, see common 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
Vertex colors, excluding alpha, get combined with the diffuse texture via multiplication
- Exceptions:
EmissionTone_E
, which does not have a diffuse texture, uses only the vertex color alpha for transparency.EmissionTone_dapnE
uses the vertex color alpha for transparency (combined with diffuse alpha via multiplication)Emission_dpnEa
uses the vertex color alpha for transparency (combined with diffuse alpha via multiplication) and combines it with the luminance via multiplication.
- Tone
The shaders that include “Tone” in their name get their luminance adjusted by the average brightness of the screen.
This behavior is not reproducible in blender.
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.
- Exceptions:
Emission_dpnE
attempts to use the 3rd UV channel
- transparency
This texture is used differently between shaders:
EmissionTone_dapnE
uses it as a standard transparency texture.It’s combined with alpha from the diffuse texture via multiplication.
Emission_dpnEa
uses it to alter the luminance via multiplication.
Attempts to use the 4th UV channel.
- emission
A standard emission texture.
Attempts to use the 3rd UV channel.
- Exceptions:
EmissionTone_E
uses the 1st UV channelEmission_dpnE
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
- Luminance
A float parameter of which the first component alters the brightness of the emission texture.
- diffuse
A float parameter containing a color.
Exclusive to the
EmissionToneOpAnim_dpnE
shader, which combines the alpha component with the diffuse textures alpha channel via multiplication.