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*Specifications: Shaders [#pe6cab70]
This section describes each shader.
Shaders should be changed according to what you want to a...
-''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
#contents
**''Shader Descriptions'' [#xc2a296c]
***''2dmap_skybox'' [#vdfeed13]
Specify a background material with a 2D texture.
The material with this shader selected will be available ...
#ref(2dmap_skybox.png)
#br
***''a_n'' [#l3311421]
This shader uses physics-based shading with an albedo map...
#ref(a_n.png)
#br
***''a_n_discard'' [#b6a99a80]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
#ref(a_n_discard.png)
#br
***''a_n_rm'' [#c9c5fe9b]
This shader uses physics-based shading with an albedo map...
This is the recommended shader when using physics-based s...
#ref(a_n_rm.png)
#br
***''a_n_rm_discard'' [#r9747d8d]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
#ref(a_n_rm_discard.png)
#br
***''a_n_rm_sss_discard'' [#v396c48a]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
In addition, the use of SSS (Subsurface Scattering) mask ...
#ref(a_n_rm_sss_discard.png)
#br
***''a_n_rm_wind_discard'' [#k2cc7114]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
In addition, you can specify swaying effects in the wind.
When using with grass growing on the ground, turn on "Fix...
See [[Creation Tips:https://rpgbakin.com/pukiwiki_en/?Cre...
#ref(a_n_rm_wind_discard.png)
#br
***''a_n_wind_discard'' [#x700cef6]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
In addition, you can specify swaying effects in the wind.
When using with grass growing on the ground, turn on "Fix...
See [[Creation Tips:https://rpgbakin.com/pukiwiki_en/?Cre...
#ref(a_n_wind_discard.png)
#br
***''character_create_hair'' [#e1209e09]
This is a special shader, a hair shader for characters, u...
Overlay composite of vertex color and parameter hair color.
#ref(character_create_hair.png)
#br
***''character_create_skin'' [#i2a5fc25]
This is a special shader, a skin shader for characters, u...
Parts such as eyes and mouth are placed from the vertex c...
#ref(character_create_skin.png)
#br
***''cubemap_skybox'' [#kd79e58d]
Specify a background material with a texture in .hdr form...
The material with this shader selected will be available ...
#ref(cubemap_skybox.png)
#br
***''decal'' [#g7565409]
Special shader allows 2D images to be projected onto terr...
#ref(Shader_decal.png)
#br
-'' Rendering Type ''
Opaque (no alpha removal), Cutoff (cut off the alpha port...
-''Use Screen Normals''
When turned on, the normal of the projected object will b...
#ref(./Use_Screen_Normal.png,80%)
#br
-''Allowable Angle''
You can set a number between -1 and 1. Basically, 0 is ac...
|1|Only surfaces with exactly the same orientation will b...
|0|If it is not facing the back, it will be displayed.|
|-1|It is unconditionally written on all surfaces. Textur...
***''glass'' [#f0f853ef]
It renders a glass-like effect.
#ref(glass.png)
#br
***''map'' [#c372e5da]
It is a physics-based extension of a shader from a non-ph...
Color textures can be specified.
#ref(map.png)
#br
***''map_discard'' [#q99441c8]
Based on the map shader, discarding the alpha (non-transp...
It can be used for leaves and etc.
#ref(map_discard.png)
#br
***''map_nolit'' [#wa1bef39]
This is a shader that does not perform lighting and does ...
Rendered as opaque.
#ref(map_nolit.png)
#br
***''map_nolit_add'' [#b7e79d02]
No lighting or environment map is applied, and the textur...
Rendered as translucent.
#ref(map_nolit_add.png)
#br
***''map_nolit_alpha'' [#pd65e6b4]
No lighting or environment map is applied, and the textur...
Rendered as translucent.
#ref(map_nolit_alpha.png)
#br
***''map_nolit_discard'' [#k5885a0e]
Based on the map_nolit shader, discarding the alpha (non-...
Rendered as opaque.
#ref(map_nolit_discard.png)
#br
***''map_nolit_modulate'' [#q258fd07]
No lighting or environment map is applied, and the textur...
Rendered as translucent.
//COLOR(#FF0000):画像入る
#ref(map_nolit_modulate.png)
#br
***''map_notex'' [#g0d0716e]
Displays polygons using only vertex colors, without textu...
Performs physics-based shading.
Rendered as opaque.
//COLOR(#FF0000):画像入る
#ref(map_notex.png)
#br
***''map_terrain'' [#n58294db]
It is rendered in the same way as the terrain.
When a model exported using the Map Editor's "Model Expor...
#ref(map_terrain_EN.png)
#br
***''map_wind_discard'' [#sffa9b81]
This shader adds vertex animation by wind to map_discard.
When using with grass growing on the ground, turn on "Fix...
See [[Creation Tips:https://rpgbakin.com/pukiwiki_en/?Cre...
//COLOR(#FF0000):画像入る
#ref(map_wind_discard.png)
#br
***''toon'' [#h17fd4d0]
The rendering is performed in a cartoon style with clear ...
//#ref(toon.png)
//#br
-''Rendering Type''
Specify whether the material is opaque or translucent.
-- ''Opaque'': Opaque. Suitable for solid objects with no...
-- ''Cutoff'': Opaque. Opaque and transparent areas are c...
-- ''Tranclucent'': Translucent. Suitable for objects tha...
-- ''Tranclucent With Depth'': Translucent. Only the fore...
-''Lit Map''
Assign a colormap that will be the primary color of the m...
-''Lit Color''
The specified color is multiplied by the Lit Map. This is...
-''Shade Map''
Assign a map for 1 shadow, which will be the shadow color...
-''Shade Color''
The color specified for the Shade map will be multiplied....
-''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...
-''Shading Shift''
Assign the area spread of the shadowed area.
-''Lighting Mask Texture''
This texture is used to mask the result of lighting and a...
-''Lighting Mask Scale''
Assign the degree to which the lighting mask texture is a...
-''Light Saturation Scale''
Assign whether the light is to be used for lightness only...
-''Emission Map''
You can specify a constant color that is not affected by ...
-''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 ligh...
-''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...
-''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 ...
-''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 c...
-''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 Scr...
-''Outline Width Map''
The width of the outline can be adjusted by the lightness...
-''Maximum Outline Scale''
Specify to what extent outlines in the far distance of th...
-''Outline Lighting''
Assign the percentage of the body's lighting results to b...
-''UV Animation Mask''
This texture can be used to control whether the UV animat...
-''UV Rotate Animation''
Assign the speed of the UV rotation animation.
***''transparent_normal_water'' [#r640531f]
Use a normal map to render the water surface.
The result of the back drawing is used for the refraction...
#ref(transparent_normal_water.png)
#br
-''Transparency Distance'': This is the degree of underwa...
#ref(透明度距離.png)
#br
-''Blend Distance'': This is the distance where the trans...
#ref(不透明度距離.png)
#br
-''Opaque Distance'': The distance until the "Transparenc...
#ref(合成距離.png)
#br
-''Water Fall Speed'': When this shader is applied to a m...
-''Water Flow Direction'': Specify the direction of water...
End:
*Specifications: Shaders [#pe6cab70]
This section describes each shader.
Shaders should be changed according to what you want to a...
-''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
#contents
**''Shader Descriptions'' [#xc2a296c]
***''2dmap_skybox'' [#vdfeed13]
Specify a background material with a 2D texture.
The material with this shader selected will be available ...
#ref(2dmap_skybox.png)
#br
***''a_n'' [#l3311421]
This shader uses physics-based shading with an albedo map...
#ref(a_n.png)
#br
***''a_n_discard'' [#b6a99a80]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
#ref(a_n_discard.png)
#br
***''a_n_rm'' [#c9c5fe9b]
This shader uses physics-based shading with an albedo map...
This is the recommended shader when using physics-based s...
#ref(a_n_rm.png)
#br
***''a_n_rm_discard'' [#r9747d8d]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
#ref(a_n_rm_discard.png)
#br
***''a_n_rm_sss_discard'' [#v396c48a]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
In addition, the use of SSS (Subsurface Scattering) mask ...
#ref(a_n_rm_sss_discard.png)
#br
***''a_n_rm_wind_discard'' [#k2cc7114]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
In addition, you can specify swaying effects in the wind.
When using with grass growing on the ground, turn on "Fix...
See [[Creation Tips:https://rpgbakin.com/pukiwiki_en/?Cre...
#ref(a_n_rm_wind_discard.png)
#br
***''a_n_wind_discard'' [#x700cef6]
This shader uses physics-based shading with an albedo map...
It is also possible to use the alpha channel of an albedo...
In addition, you can specify swaying effects in the wind.
When using with grass growing on the ground, turn on "Fix...
See [[Creation Tips:https://rpgbakin.com/pukiwiki_en/?Cre...
#ref(a_n_wind_discard.png)
#br
***''character_create_hair'' [#e1209e09]
This is a special shader, a hair shader for characters, u...
Overlay composite of vertex color and parameter hair color.
#ref(character_create_hair.png)
#br
***''character_create_skin'' [#i2a5fc25]
This is a special shader, a skin shader for characters, u...
Parts such as eyes and mouth are placed from the vertex c...
#ref(character_create_skin.png)
#br
***''cubemap_skybox'' [#kd79e58d]
Specify a background material with a texture in .hdr form...
The material with this shader selected will be available ...
#ref(cubemap_skybox.png)
#br
***''decal'' [#g7565409]
Special shader allows 2D images to be projected onto terr...
#ref(Shader_decal.png)
#br
-'' Rendering Type ''
Opaque (no alpha removal), Cutoff (cut off the alpha port...
-''Use Screen Normals''
When turned on, the normal of the projected object will b...
#ref(./Use_Screen_Normal.png,80%)
#br
-''Allowable Angle''
You can set a number between -1 and 1. Basically, 0 is ac...
|1|Only surfaces with exactly the same orientation will b...
|0|If it is not facing the back, it will be displayed.|
|-1|It is unconditionally written on all surfaces. Textur...
***''glass'' [#f0f853ef]
It renders a glass-like effect.
#ref(glass.png)
#br
***''map'' [#c372e5da]
It is a physics-based extension of a shader from a non-ph...
Color textures can be specified.
#ref(map.png)
#br
***''map_discard'' [#q99441c8]
Based on the map shader, discarding the alpha (non-transp...
It can be used for leaves and etc.
#ref(map_discard.png)
#br
***''map_nolit'' [#wa1bef39]
This is a shader that does not perform lighting and does ...
Rendered as opaque.
#ref(map_nolit.png)
#br
***''map_nolit_add'' [#b7e79d02]
No lighting or environment map is applied, and the textur...
Rendered as translucent.
#ref(map_nolit_add.png)
#br
***''map_nolit_alpha'' [#pd65e6b4]
No lighting or environment map is applied, and the textur...
Rendered as translucent.
#ref(map_nolit_alpha.png)
#br
***''map_nolit_discard'' [#k5885a0e]
Based on the map_nolit shader, discarding the alpha (non-...
Rendered as opaque.
#ref(map_nolit_discard.png)
#br
***''map_nolit_modulate'' [#q258fd07]
No lighting or environment map is applied, and the textur...
Rendered as translucent.
//COLOR(#FF0000):画像入る
#ref(map_nolit_modulate.png)
#br
***''map_notex'' [#g0d0716e]
Displays polygons using only vertex colors, without textu...
Performs physics-based shading.
Rendered as opaque.
//COLOR(#FF0000):画像入る
#ref(map_notex.png)
#br
***''map_terrain'' [#n58294db]
It is rendered in the same way as the terrain.
When a model exported using the Map Editor's "Model Expor...
#ref(map_terrain_EN.png)
#br
***''map_wind_discard'' [#sffa9b81]
This shader adds vertex animation by wind to map_discard.
When using with grass growing on the ground, turn on "Fix...
See [[Creation Tips:https://rpgbakin.com/pukiwiki_en/?Cre...
//COLOR(#FF0000):画像入る
#ref(map_wind_discard.png)
#br
***''toon'' [#h17fd4d0]
The rendering is performed in a cartoon style with clear ...
//#ref(toon.png)
//#br
-''Rendering Type''
Specify whether the material is opaque or translucent.
-- ''Opaque'': Opaque. Suitable for solid objects with no...
-- ''Cutoff'': Opaque. Opaque and transparent areas are c...
-- ''Tranclucent'': Translucent. Suitable for objects tha...
-- ''Tranclucent With Depth'': Translucent. Only the fore...
-''Lit Map''
Assign a colormap that will be the primary color of the m...
-''Lit Color''
The specified color is multiplied by the Lit Map. This is...
-''Shade Map''
Assign a map for 1 shadow, which will be the shadow color...
-''Shade Color''
The color specified for the Shade map will be multiplied....
-''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...
-''Shading Shift''
Assign the area spread of the shadowed area.
-''Lighting Mask Texture''
This texture is used to mask the result of lighting and a...
-''Lighting Mask Scale''
Assign the degree to which the lighting mask texture is a...
-''Light Saturation Scale''
Assign whether the light is to be used for lightness only...
-''Emission Map''
You can specify a constant color that is not affected by ...
-''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 ligh...
-''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...
-''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 ...
-''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 c...
-''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 Scr...
-''Outline Width Map''
The width of the outline can be adjusted by the lightness...
-''Maximum Outline Scale''
Specify to what extent outlines in the far distance of th...
-''Outline Lighting''
Assign the percentage of the body's lighting results to b...
-''UV Animation Mask''
This texture can be used to control whether the UV animat...
-''UV Rotate Animation''
Assign the speed of the UV rotation animation.
***''transparent_normal_water'' [#r640531f]
Use a normal map to render the water surface.
The result of the back drawing is used for the refraction...
#ref(transparent_normal_water.png)
#br
-''Transparency Distance'': This is the degree of underwa...
#ref(透明度距離.png)
#br
-''Blend Distance'': This is the distance where the trans...
#ref(不透明度距離.png)
#br
-''Opaque Distance'': The distance until the "Transparenc...
#ref(合成距離.png)
#br
-''Water Fall Speed'': When this shader is applied to a m...
-''Water Flow Direction'': Specify the direction of water...
Page: