Specifications: Shaders†
This section describes each shader.
Shaders should be changed according to what you want to achieve, so refer to this explanation and sample data to specify the shader you are looking for.
- Recommended Shaders
General Background Models: a_n_rm
Simple Textured Background Models: map
Addition: map_nolit_add
Translucent: map_nolit_alpha
Glass: glass
Water: transparent_normal_water
Leaves Swaying in the Wind: map_wind_discard
Shader Descriptions†
2dmap_skybox†
Specify a background material with a 2D texture.
The material with this shader selected will be available for selection in "Map Settings > Rendering > Background Material".
a_n†
This shader uses physics-based shading with an albedo map and a normal map available for setting.
a_n_discard†
This shader uses physics-based shading with an albedo map and a normal map available for setting.
It is also possible to use the alpha channel of an albedo map to discard alpha.
a_n_rm†
This shader uses physics-based shading with an albedo map, a normal map and a mask map available for setting.
This is the recommended shader when using physics-based shading in Bakin.
a_n_rm_discard†
This shader uses physics-based shading with an albedo map, a normal map and a mask map available for setting.
It is also possible to use the alpha channel of an albedo map to discard alpha.
a_n_rm_sss_discard†
This shader uses physics-based shading with an albedo map, a normal map and a mask map available for setting.
It is also possible to use the alpha channel of an albedo map to discard alpha.
In addition, the use of SSS (Subsurface Scattering) mask map allows for the rendering of light transparency.
a_n_rm_wind_discard†
This shader uses physics-based shading with an albedo map, a normal map and a mask map available for setting.
It is also possible to use the alpha channel of an albedo map to discard alpha.
In addition, you can specify swaying effects in the wind.
When using with grass growing on the ground, turn on "Fix Y=0".
a_n_wind_discard†
This shader uses physics-based shading with an albedo map and a normal map available for setting.
It is also possible to use the alpha channel of an albedo map to discard alpha.
In addition, you can specify swaying effects in the wind.
When using with grass growing on the ground, turn on "Fix Y=0".
character_create_hair†
This is a special shader, a hair shader for characters, used in the Bakin sample character models.
Overlay composite of vertex color and parameter hair color.
character_create_skin†
This is a special shader, a skin shader for characters, used in the Bakin sample character models.
Parts such as eyes and mouth are placed from the vertex coordinates based on the parameters.
cubemap_skybox†
Specify a background material with a texture in .hdr format.
The material with this shader selected will be available for selection in "Map Settings > Rendering > Background Material".
glass†
It renders a glass-like effect.
map†
It is a physics-based extension of a shader from a non-physical based rendering.
Color textures can be specified.
map_discard†
Based on the map shader, discarding the alpha (non-transparent).
It can be used for leaves and etc.
map_nolit†
This is a shader that does not perform lighting and does not apply an environment map, but displays the color of the texture as it is.
Rendered as opaque.
map_nolit_add†
No lighting or environment map is applied, and the texture is blended with the color of the texture as it is by addition.
Rendered as translucent.
map_nolit_alpha†
No lighting or environment map is applied, and the texture is composited with the texture's alpha value, using the texture's color as it is.
Rendered as translucent.
map_nolit_discard†
Based on the map_nolit shader, discarding the alpha (non-transparent).
Rendered as opaque.
map_nolit_modulate†
No lighting or environment map is applied, and the texture is blended by modulate, using the color of the texture as it is.
Rendered as translucent.
map_notex†
Displays polygons using only vertex colors, without textures.
Performs physics-based shading.
Rendered as opaque.
map_terrain†
It is rendered in the same way as the terrain.
When a model exported using the Map Editor's "Model Export" context menu is placed on the map as a stamp, it can be used to match the appearance of the terrain.
#ref(): File not found: "map_terrain.png" at page "Shaders"
map_wind_discard†
This shader adds vertex animation by wind to map_discard.
When using with grass growing on the ground, turn on "Fix Y=0".
toon†
The rendering is performed in a cartoon style with clear shadows.
- Rendering Type
Specify whether the material is opaque or translucent.
- Opaque: Opaque. Suitable for solid objects with no transparent areas.
- Cutoff: Opaque. Opaque and transparent areas are clearly separated.
- Tranclucent: Translucent. Suitable for objects that are also transparent in the real world. Does not write depth.
- Tranclucent With Depth: Translucent. Only the foreground is rendered when translucent objects overlap each other. Writes depth.
- Lit Map
Assign a colormap that will be the primary color of the model.
- Lit Color
The specified color is multiplied by the Lit Map. This is the main color of the lighted area.
- Shade Map
Assign a map for 1 shadow, which will be the shadow color area of the model.
- Shade Color
The color specified for the Shade map will be multiplied. The color of the shadow will be the color of the shadow that is not illuminated by light.
- Normal Map
Assign a normal map that defines the roughness.
- Normal Scale
Varies the degree to which the normal map is applied.
- Toony
Assign the degree of the cartoon style with crisp shadows and smooth shadows.
- Shading Shift
Assign the area spread of the shadowed area.
- Lighting Mask Texture
This texture is used to mask the result of lighting and assign dark areas.
- Lighting Mask Scale
Assign the degree to which the lighting mask texture is applied.
- Light Saturation Scale
Assign whether the light is to be used for lightness only or color as well.
- Emission Map
You can specify a constant color that is not affected by lighting. Bloom can be specified in the Rendering Settings to make it glow.
- Emission
The specified color is multiplied against the emission map.
- Emission Intensity
Assign the degree to which emissions are applied.
- Matcap
Assign a pre-lit sphere image. It is not affected by lighting. It can be used to simulate the luster of metals and other materials.
- Matcap Scale
Assign the degree to which the matcap is applied.
- Rim Light Map
Assign a texture that specifies the area to which the rim light will be applied, making the outline of the model appear to glow. The light shines from behind to emphasize the edges of the model.
- Rim Light Color
Assign the color of the rim light.
- Rim Light Intensity
Assign the intensity of the rim light.
- Rim Light Lighting Mix
Assign the percentage of the rim light color to be mixed with the normal lighting color.
- Fresnel Power
Assign the sharpness of the rim light.
- Rim Light Lift
Assign the spreading degree of the rim light.
- Cut Off Threshold
Assign the maximum value of alpha for the Lit Map to be clipped when the Rendering Type is Cutoff.
- Outline Type
Select the outline rendering type.
- World: Render an outline of a fixed width for the World.
- Screen: Render an outline of a fixed width for the Screen.
- Outline Width Map
The width of the outline can be adjusted by the lightness or darkness of the texture.
- Maximum Outline Scale
Specify to what extent outlines in the far distance of the World type outline may be thickened.
- Outline Lighting
Assign the percentage of the body's lighting results to be combined with the outline color.
- UV Animation Mask
This texture can be used to control whether the UV animation is affected or not.
- UV Rotate Animation
Assign the speed of the UV rotation animation.
transparent_normal_water†
Use a normal map to render the water surface.
The result of the back drawing is used for the refraction effect.
- Transparency Distance: This is the degree of underwater murkiness. The opacity of the water gradually increases from the surface to the transparency distance.
- Blend Distance: This is the distance where the transparency changes from 0 to 1 in the composition of the junction with the shore. 0 makes the touching of the ground clear.
- Opaque Distance: The distance until the "Transparency Distance" and "Blend Distance" become invalid with regard to the camera position. The higher this value, the more the effects of "Transparency Distance" and "Blend Distance" do not disappear even when the camera is moved away.
- Water Fall Speed: When this shader is applied to a mesh extending in the Y direction, water will flow from top to bottom like a waterfall, and to specify the speed at which the water surface falls.
- Water Flow Direction: Specify the direction of water flow in 360 degrees.