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Published: 2022-02-11 00:37:57 +0000 UTC; Views: 29872; Favourites: 234; Downloads: 1161
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Description
This is a MMD shader that allow you to use a Normal Map, Specular Map, Cubemap and a bit more.
Features
- Normal Map
- Specular Map
- Spa/Cube Map
- Spa/Cube Map Masking
- Rim Light
- Half Lambert Shadding x Toon
- Custom setting for Diffuse, Toons, Specular, Normal Map and Spas/Cube Map
It have two types of shadow mapping the Simple Soft Shadow by Beamman and HG Shadow, made by Harigane-P.
If you want switch between both, just load HgShadow.x(set the shadow range to 9999 to not be trapped by the range limit) and it will automatically switch.
This shader doesn't have any kind of global illumination(HDRI/IBL or anything else), it have a light behind the model, so it doesn't get flat when it is not facing the light, the Half Lambert x Toon shading was added to the shader just 'cause i think that it looks better on the models faces, you decide when use it or not.
The mask is a thing that was added more for DIVA models, but there is a option where u can use a custom mask for it (i'm using in the model hair to mask the spa).
UPDATE 1.5 - 16/02/2022
- Detail Normal Map
- Ambient Occlusion Map
UPDATE 1.5.1 - 17/02/2022
- Small changes in the vertex shader output due to it causing weird colors output for some users
UPDATE - 16/02/2022
- The detail normalmap function allow you choose the UV map for it and multiply the map itself.
- The ambient Occlusion have three types of overlay.
UPDATE 1.8.0 - 02/03/2022
- Texture filtering fixed
- The Alpha can be disabled in the shader
- Added the Alpha Clip option (helps with alphas overlay, but it is not a fix)
- The Ambient Occlusion Type 1 can be used to load lightmaps(this was already at 1.5, but wasn't mentioned)
- The Detail NormalMap can be used without a base normalmap now
- Added a option to mask the detail normalmap(to hide where it shouldn't appear)
- Added a option to combine a second Diffuse texture with the base Diffuse texture
- Added a option to combine a second Specular Map with the base Specular Map
UPDATE 1.8.3 - 06/03/2022
- UV Scroll function added
Now you can scroll the UVs without edit it in pmx, use a higher value will make it faster, a negative value(-) will make it change the direction.
UPDATE 1.8.4 - 06/03/2022
- Added support for animated textures
The option need be enabled in the shader, if it isn't a animated texture, it will trigger a error.
UPDATE 1.9.0 - 11/03/2022
- Fixed the Ambient Occlusion Type 3 option (it wasn't working correctly with shading type 1)
- Added a PMX controller, now you can controll every option in that controller, even the scroll option can be activated in it
UPDATE 2.0.0 - 01/04/2022
-Diffuse Power now have 2 types
Type 1 = Affects only where the ligh hits(but will have no effect if the shadow mapping is not covering the model, HG Shadow is required for a stable use of this option in large scenes
Type 2 = Affects the whole shader(may be useful for stages)
-Back Light new options
Type 0 = None
Type 1 = Affects the shadow and diffuse color
Type 2 = Affects only the shadow
- All the options for Ambient Occlusion can be fully controlled without issues now
- Type 4 Ambient Occlusion was added for lightmaps
- Half Lambert now have access to the toon grading option
- The Half Lambert and the regular mmd shading are no longer split in two completly different parts of the shader, they're integrated
- The issue of the shader showing the diffuse color when it is not covered by shadow with the shading type 2 is fixed
UPDATE 2.0.1 - 04/04/2022
- PMX Controller fixed
UPDATE 2.1.1 - 04/04/2024
- Everything in this version was made a long time ago, and still unfinished.
- The PMX Controller was fixed again.
- I tried add an a IBL to the shader, but it is just a overlay, was based in this:www.youtube.com/watch?v=xWCZik…
- The IBL will need be created from scratch to match with your stage, it can't be rotated with the light manipulation panel.
- The IBL Blur option will not work due to MMD limitation, you will need blur by yourself.
- Here is a tutorial where you can learn how to create a cubemap inside mmd: www.deviantart.com/vasilnatali…
- Here a preview of it: www.youtube.com/watch?v=BeuywQ…
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How to use?
1 - Put you maps in the Maps folder.
2 - Duplicate the NASM_Material.fx and rename it to whatever you want.
3 - In the textures path rename the MAPS/ to MAPS/TEXTURE_NAME.EXTENSION(dds,png,tga...).
4 - Try not duplicate the Resources folder to not make your model folder even heavier.
Thanks for answer my countless questions.
I hope y'all have fun using it
You can share the edited shader with your models download, but share the original file from this link.
Credit me when you use
Model by SEGA
Shaders by me
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Comments: 6
FunFrights [2022-04-23 23:10:27 +0000 UTC]
👍: 1 ⏩: 0
Nintabo [2022-03-26 15:44:05 +0000 UTC]
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PibbyLearn In reply to Nintabo [2023-12-04 06:05:08 +0000 UTC]
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Pluvillion [2022-03-26 12:11:43 +0000 UTC]
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Miku-Daveo [2022-03-15 14:54:53 +0000 UTC]
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Tayla-Chan2023 [2022-02-20 21:03:27 +0000 UTC]
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