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Published: 2019-03-31 10:40:16 +0000 UTC; Views: 10842; Favourites: 114; Downloads: 476
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Description
Download at the right//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
*UPDATE VER 1.2:
+Changed the method of Alpha Test to fix the visual artifact about the appearance of the "seeing through" outline around the edge of the alpha object if the AlphaThreshold value is set low enough. ( sta.sh/01o9nxuxx2b4)
(This problem is just about the same as MMD shader's alpha problem, but with the "outline" being smoothed out). And the old method is actually not the Alpha Test method itself, it's called "Alpha Cutoff" and doesn't work like Alpha Test (the latter isn't supposed to have that artifact). The new method... Idk, I actually figured it out in my mind and implemented it right away, very simple, and it works exactly the same way as Alpha Test does (so far), so I guess that wraps things up.
+Implemented Alpha Test's affection to some overlooked circumstances that weren't affected when the Alpha Test option is enabled. (Ex: When the MSS+ ExcellentShadow is chosen but you didn't load ExcellentShadow.x, the Alpha Test wouldn't operate and you would still see the alpha problem as usual, etc.)
The Object.fx from ver1.1 would be compatible with this version
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*UPDATE VER 1.1:
+Now support all material morphs (I hope so???). Updated the base shader from "full.fx ver1.4" to "full.fx ver2.0"
+Added Alpha Testing option (For objects have complex texture transparency like trees, some certain models' hair,... that MMD might have trouble rendering/ Or for you lazy-ass don't bother to re-order things like Miku's lace,...)
Testing the added features with this model: sta.sh/0es1rck60g (updated the shader to ver 1.2)
I think that's a little too much to add into this shader already (the fact that this shader's purpose is to act as a upgraded version of MMD basic shader making it worse), next time I might as well make a new separate shader instead.
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For testing normal map and specular map beforehand (or for those who have strange taste like me be fond of the look of MMD quack ass shader but have the need to use those two maps)
So this is basically the same as MMD's default shader, but now with normal map and specular map support (yeah I only care about those 2 cuz PjD is all about them). If you set a flat normal and specular map, you would get the same visual of MMD's default shader
Supports SimpleSoftShadow and ExcellentShadow because literally NO ONE stan MMD's ugly ass shadow sta.sh/04tzi1v11n2
In my experience, this thing is loaded at least a bit faster than other shaders that support normal/specular map (both with SimpleSoftShadow enabled) one reason of it might be because this one minimizes the differences between it and the default shader as much as possible, while others tend to do their own twist such as color corrections and stuffs...
If ur a lazy fuck you can take a look of the shader by using this model sta.sh/01zxhpbp7muo
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How to use (assuming someone want to do it):
It is pretty much self-explain, but at the most basic level, you just have to
1_Open Object.fx and change the normal map and specular map to the one the material would use.
2_Clone and modifying the normal and specular map in the clone files if you want to use the shader for 2 or more materials.
3_Apply them to their respective material in MMD.
For further modifications / settings, I've written notes in the Object.fx, you should be able to understand after reading it. Too lazy to explain it again here.
NOTICES:
+Although I tried to make it as similar as MMD's shader as much as possible, it won't respond to most Material Morphs (except the transparent slider) Fixed in ver1.1
+MSS+.fxsub / MSS+ SimpleSoftShadow.fxsub / MSS+ ExcellentShadow.fxsub must be in the same folder of the Object.fx (and the clones of it)
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Credit:
Original base shader: 舞力介入P
Normal map support: LessThanEqual (AlternativeFull)
Simple Soft shadow: ビームマンP
ExcellentShadow: そぼろ
Mixing effects, specular map and alpha test support : KH40
Stage in preview by SEGA and
Thanks for reading to my ted talk
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Comments: 26
Kimberly-AJ-04-02 [2020-10-14 23:44:03 +0000 UTC]
👍: 0 ⏩: 0
MusicRevU [2019-11-14 18:00:10 +0000 UTC]
Would you be able to add something about Transparency Maps? Dreamy Vocal uses them and I would love to maybe utilise the rips as they are meant to be.
👍: 0 ⏩: 1
KH40 In reply to MusicRevU [2019-11-14 23:40:05 +0000 UTC]
Can't you use them as alpha map to edit the texture itself in pts?
👍: 0 ⏩: 1
MusicRevU In reply to KH40 [2019-11-15 08:30:15 +0000 UTC]
How?? I’m not sure how all that works.
👍: 0 ⏩: 1
KH40 In reply to MusicRevU [2019-11-15 16:51:30 +0000 UTC]
I don't remember a good tutorial about it, but "photoshop alpha mask" is what I used to searched for and learned about it
👍: 0 ⏩: 1
MusicRevU In reply to KH40 [2019-11-15 17:47:19 +0000 UTC]
I sent a wee message on discord cause I can't describe what I mean well. XD
👍: 0 ⏩: 0
LudoMako [2019-05-25 15:57:55 +0000 UTC]
i'm gonna test the alpha stuffon realistic hair things hoping it won't look like a bad wig
👍: 0 ⏩: 1
LudoMako In reply to KH40 [2019-05-25 19:04:13 +0000 UTC]
i guess this model might be too advanced
👍: 0 ⏩: 1
KH40 In reply to LudoMako [2019-05-26 00:32:00 +0000 UTC]
Try a lower value for alpha threshold
👍: 0 ⏩: 1
KH40 In reply to LudoMako [2019-05-26 12:22:46 +0000 UTC]
Setting it 1 will crop the texture very significantly and shouldn't be used for most cases, you can use 0.5, 0.25 or even lower than that
👍: 0 ⏩: 2
KH40 In reply to LudoMako [2019-05-26 16:23:10 +0000 UTC]
yeah, you can lower the number down even more to find the "boundary" where the result can't get any finer and the next number is starting to get uglier (in your opinion) and set the "boundary" value to use, just to find the best one out there
👍: 0 ⏩: 0
KH40 In reply to KH40 [2019-05-26 12:23:43 +0000 UTC]
Just try all the numbers you can think of from 0 to 1 and decide the best one
👍: 0 ⏩: 0
KH40 In reply to DamigArcoiris181 [2019-05-12 16:21:00 +0000 UTC]
I ripped it for the purpose of testing the fx so I didn't put any effort into renaming/parenting/linking the bones. You shouldn't use it for anything else other than testing the fx, in short
👍: 0 ⏩: 0
KH40 In reply to ROKI-P [2019-03-31 14:25:31 +0000 UTC]
Idk just tried and it worked so decided to post it
👍: 0 ⏩: 1