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Object.fx
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//Shadekai (Project Sekai shader for MMD)
#define SekaiMap_Texture "_H.png" //The texture that ends with "_H"
#define ShadowColorMap_Texture "_S.png" //The texture that ends with "_S"
#define Character 20
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// 0.Ichika 4.Minori 8.Kohane 12.Tsukasa 16.Kanade 20.Vocaloids
// 1.Saki 5.Haruka 9.An 13.Emu 17.Mafuyu
// 2.Honami 6.Airi 10.Akito 14.Nene 18.Ena
// 3.Shiho 7.Shizuku 11.Touya 15.Rui 19.Mizuki
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////
#define Self_LightDirection 0 //Light direction per character, set to 0 for the model to use global light instead
#define Self_Ambient 0 //The ambient color on the model. If enable, the Self_Lighting_Model must have "Ambient_R/G/B +" facials
#define Self_Rim 0 //The color of the rim to be exact. If enable, the Self_Lighting_Model must have "Rim_R/G/B +" facials
//Note that if Self_Ambient and Self_Rim are turned off, those of the model will be globally controlled by the RGB facials in Shadekai_Controller.pmx
//Turn off the 3 things above if you just want to control all aspects of the lighting globally, like a sane person
//The options below are to define the controller of LightDirection, Ambient, Rim
#define Self_Lighting_Model "Shadekai_Light.pmx"
//Choose the model that contains the bone used to control the lighting
//Type "(self)" if you want to use the character model itself as the controller
#define Self_Lighting_Bone_Toon "Toon_Direction" //Choose the bone used to control the toon
#define Self_Lighting_Bone_Rim "Rim_Direction" //Choose the bone used to control the rim
//////////////////////////////////////////////////////////////////////////////////////////////////////////
#define Shadow 1
//0 to disable, 1 to enable
//If you choose 1, you have to load HgShadow.x for the model to have real-time shadow
//Choose 0 if you don't want the model to have real-time shadow even when HgShadow.x is loaded
//The model won't have real-time shadow regardless of the options if HgShadow.x is not loaded
#define Shadow_Sharp 1
//0 to choose soft shadow , 1 to choose sharp shadow
//For Sekai's artstyle, sharp shadow is recommended. HgShadow is still required for sharp shadow
//////////////////////////////////////////////////////////////////////////////////////////////////////////
#define Front_Object 1 //Enable to make eyebrows and some other parts always appear in front of other objects, even if they're physically behind something
//////////////////////////////////////////////////////////////////////////////////////////////////////////
float Rim_Intensity = 0.35;
float Rim_Length = 0.25; //SMALLER number means LONGER rim
float Rim_Thickness = 0.65; //SMALLER number means THICKER rim
float Edge_Thickness = 0.01;
//////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "Shadekai_Sync.fxsub"