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Published: 2023-07-21 07:13:28 +0000 UTC; Views: 4222; Favourites: 18; Downloads: 194
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Description
Major features:
Capability of easily changing multiple settings in the shader for a specific material, by creating a short-form effect that includes only the settings you want to change.
Specular reflections with proper gamma, extra lights at the back, support for using model specular power for roughness, and 'fresnel' math that makes grazing light brigher. (Off for non-self-shadow shader by default.)
- Available control: Specular_Tuning.x to change surface roughness
An environment colors model. Set the colors of the sky, ground, and optionally middle color, and models will change how they look in response.
- Available controls: Sky_Ground_Gshadow.vac, Middle_Scenery_Color.x. Also see Global_Light.vac which can cause a global shadow for the main light, or darken ambient light.
- Default colors are blue sky, red ground, which you can change using SKY_COLOR and GROUND_COLOR
Environment specular, using environment colors and specular power (roughness). Has more effect on edges for non-metallic materials (based on FRESNEL_MIN) setting. Controlled by ENABLE_ENV_SPECULAR, you can try turning it off. When on, decreases diffuse color based on strength of reflection, so black sky or ground colors will lead to very dark edges.
Super Simple Fog. Does not include a fog gradient (for ground fog effect). Does not use light color or light direction for fog color: the fog absorbs light traveling towards the camera, and emits light of a specified color. For more realism, use fog control to brighten the fog color when main light brightens, or brighten the fog color when camera is pointing towards the light. (This is the mie effect, based on small-angle scattering of light, with fog particles like water exhibiting a strong angle dependency while dust particles do not: during a dust storm, the sun becomes a dim disk, instead of flaring and spreading like the sun going behind a cloud.)
- Available control: SuperSimpleFog.x
Support for mirror and 'fake camera' vertex position changes. All you have to do is put "#define IS_MIRRORED" in a short-form effect. (Assuming it hasn't broken since it was last tested.) Then load this short-form effect for the model in the mirror's off-screen target in MME, instead of the standard mirror effect. Note: mirror effects in MMD work by changing the effective camera position and also by flipping the output to the opposite side of the screen, because a model's faces get drawn during rendering based on whether vertices are clockwise or CCW, and without flipping the effect would draw the inside of objects, not the outside; so that's why they look weird if you load them in main shader.
- This is not as cool as it could be, especially fake camera, which would benefit from extra controls that let you make a TV screen go smoothly from "it looks transparent, but you can see a different scene through it" to "viewing the scene from a camera position independent from main camera", along with color controls for the image and so on. So, no extra controls for the TV screen, but since the fake camera math is done (the hard part), it wouldn't be too hard.
- Available controls for fake camera position: Fake_camera1.x, Fake_cam1_rotation_focus.x, etc. Search for FAKE_CAMERA_CONTROL in main shader.
- Camera shaking control was never finished and you may have to check the math if Fake_cam1_rotation_focus.x works in a confusing way, since the control has no explanation
Velvet material mode. Use this so clothes don't look like shiny plastic.
- Available control: Velvet_Tuning.x
- Off by default because it's slow! See USE_VELVET_SURFACE and VELVET_CONTROL.
- See 'controls/Materials/__ Velvet guide.txt'
Circular spotlights, spotlight array, and a boundary spotlight that all use the main light direction and shadow map. Spotlights add light to a scene, and can reverse "ambient darkness" from the Global Light control within their area.
- Controls in 'controls/Spotlight controls'
- Off by default because they can significantly slow the shader. Turn them on in main shader, or make a project folder with a setting file that turns them on for all short-form effects you're using.
Secondary spotlights that don't use a shadow map, and are therefore faster but less useful. Best for grazing specular of a different hue than main light.
Boundary shadow for main light, which works like the boundary spotlight. Mostly only causes the equivalent of shadow, with a slight effect on calculation of ground color, so unless you use ambient darkening the shadow may look too bright. This boundary shadow turns off ground shadow, which is fine in some cases, but making it work with spotlights adds a lot of math: search for "Complexity explosion" for how to turn this on.
Texture color-changing control, as well as settings for changing material and texture colors without using a control.
- See 'controls/Materials/__ Texture changing guide.txt', 'CCh' folder for settings-based color changing short-form effects
Easy scaling of PMX model sizes, using ENABLE_TRANSLATION_CONTROLS.
- Available controls: Move_scale_src.x, etc.
- See PSc folder
Unified self-shadow and non-self-shadow shader code, which is essential for editing an effect. Fast compile mode, on by default, avoids having separate techniques based on whether texture, sphere, and toon is used, which speeds compilation by ~8x.
A bunch of test effects that help with understanding problems with a model, like missing toon color or bad normals.
- See 'testing/display info' folder
Not included in the above list: it can make dark skin on a model look good! This is impossible without specular reflections, and MMD's default specular calculations are really bad. Using extra light sources and environment specular (which defaults to on, after some indecision) helps here.
Feel free to copy anything from this shader. It retains the AdultShader name because that's what it's based on, although it's about as similar to the original as a bird is to a small dinosaur. Story time: I used AdultShader because SPS recommended it or SeriousShader for 月霧蛍 Tsukigiri Hotaru ( seiga.nicovideo.jp/seiga/im385… ), and out of those two and GreenerShader, I thought AdultShader looked the best. This could easily have become SeriousShader Velvet.
The question here is, really, how good can you get without extra shadow maps, post effects (like screen-space ambient occlusion), or extra data like normal maps? I though of a cool model where you sample from environment textures like ground color before the shader and interpolate it between several points, but sadly you can't sample outside the shader in MME. The really complicated shader is supposed to be FogShader, with the version with bad or simplistic fog planned as AngelShader (a reference to NGE!). That has positional lights that you can stretch into a tube, flatten into a disc, and direct its output into a cone or a ring, but doing all the math would be really challenging. It also has other ideas, like doing a blurry shadow for a limited number of models in a scene, and using a model for directional ambient that could easily be interpolated with a texture. One of the things that was actually completed was the math for using a 'cloud shadow texture' that can darken sky or ground ambient as well as direct light, but I think you've stopped reading by this point!
This release was also supposed to have TexCube support, where we mostly just copy from Glass shader, but that's more impressive with metallic materials and those look bad without solving the 'metallic workflow' problem of using base texture for strong specular.
Mirrors:
www.mediafire.com/file/1cocklg…
drive.google.com/file/d/1T-QJk…
Updated 2023.08.04. Many improvements (fixes) to velvet processing. See 'Shader Guide/AdSha Velvet Change log.txt' for changes, or 'specialized options examples/Mirror example' for a visual guide to the improvements, or 'Effect/FogShader/AngelShader development log_p5.txt' for a detailed record of spelling corrections and arbitrary reordering of code. I'm supposed to call this v3.01, but I forgot to.
In previews:
Model: 島風水着ver1.0 Shimakaze[td56809]
Pose: いろいろ撮影ポーズ[im9161771] Hitori 08, Chair posesポーズ19[bowlroll 198184], and custom pose with desk
rDuck: nya.b.la9.jp/mmd/atochi.html
Transportation: Ferrari_LaFerrari_v2_4 [bowlroll 82222]
Desk with President nameplate (and chair in 'Fog with tex change control_6.jpg'): Deskv2.0[bowlroll 44197][im6163367]
Mirror ball: ミラーボール[bowlroll 163020] (another mirror ball: ux.getuploader.com/ikeno/ )
Bubble: 半透明ドーム[bowlroll 138699]
Background dome: www.deviantart.com/touko-p/art…
Floor: 足元しか無い床[bowlroll 272599]
Accessory edit of floor, with recolored tiles using Unix-format symlinks that you will have to fix in Windows:
www.mediafire.com/file/vs37wkx…