Shaders
[
Front page
] [
New
|
Page list
|
Search
|
Recent changes
|
Help
|
Log in
]
Start:
*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
***Height Map [#g500a557]
By assigning a grayscale texture, you can create pseudo h...
White areas of the texture appear as “raised,” while blac...
Shader parameters related to the height map include “Heig...
''&color(red){(!)};'' Parallax mapping simulates height d...
-''Height Scale''
Sets the depth of the surface unevenness. (0–0.1)
Higher values increase depth but make artifacts more like...
-''Parallax Type''
--''None''
Turns off parallax mapping.
--''Parallax''
A simple method for expressing parallax.
It has low processing cost but is more prone to artifacts...
Self-occlusion is not supported.
Effective for shallow surface details, such as small bump...
--''Parallax_Occlusion''
Less prone to artifacts during camera movement and suppor...
However, it has a higher processing cost.
Effective for surfaces with deeper unevenness, such as co...
-''Invert Height Map''
When enabled, the height map is inverted: white areas app...
***''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...
By using a height map, you can also create decals with ra...
#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/toonVRM/toonVRM0X'' [#h17fd4d0]
Performs cel-shaded rendering with clear, distinct shadows.
Switch the shader according to the model being used.
-''toomVRM''
A toon shader for VRM 1.0 and later models.
-''toomVRM0X''
A toon shader for VRM 0.x models.
-''Parameters''
The parentheses () after each parameter name indicate tha...
Parameters without parentheses exist in all toon shaders.
--''Rendering Type''
Sets whether the material is opaque or translucent.
|''Opaque''|Opaque. Suitable for solid objects with no tr...
|''Cutoff''|Opaque. Opaque and transparent regions are cl...
|''Translucent''|Translucent. Suitable for objects that a...
|''Translucent With Depth''|Translucent. When translucent...
--''Blend Type'' (toonVRM, toonVRM0X)
Specifies the blending method when translucency is enabled.
|''One''|Uses the texture color as-is. Effective when the...
|''SrcAlpha''|Uses the texture color while considering th...
--''Lit Map''
Specifies the main color map of the model.
--''Lit Color''
The specified color is multiplied with the Lit Map. This ...
--''Shade Map''
Specifies the first shadow map used for the shadow-colore...
--''Shade Color''
The specified color is multiplied with the Shade Map. Thi...
--''Normal Map''
Specifies the normal map that defines surface bumps and d...
--''Normal Scale''
Adjusts the strength of the normal map effect.
--''Toon''
Specifies the balance between sharp cel-style shading and...
--''Shading Position''
Specifies the spread of the shadowed area.
--''Lighting Mask Texture'' (toon)
A texture used to mask lighting results and define darker...
--''Lighting Mask Scale'' (toon)
Specifies the strength of the Lighting Mask Texture effect.
--''Light Saturation Scale''(toon,toonVRM0X)
Specifies whether the light uses only brightness or also ...
--''ReceiveShadow Map'' (toonVRM0X)
Controls the influence range of external shadows (light s...
--''ReceiveShadow Rate'' (toonVRM0X)
Adjusts the strength of received shadows. Lower values re...
--''ShadingShift Map'' (toonVRM)
Adjusts the transition position between the base color an...
--''ShadingShift Map Scale'' (toonVRM)
Adjusts the influence of the ShadingShift Map. Higher val...
--''ShadingGrade Map'' (toonVRM0X)
Controls how easily shadows are applied and their intensi...
--''ShadingGrade Rate'' (toonVRM0X)
Adjusts the influence of the ShadingGrade Map. Higher val...
--''Emission Map''
Specifies a constant color unaffected by lighting. By ena...
--''Emission''
The specified color is multiplied with the Emission Map.
--''Emission Intensity''
Specifies the strength of the emission effect.
--''MatCap''
Specifies a pre-lit spherical texture. It is unaffected b...
--''MatCap Intensity'' (toon)
Specifies the strength of the MatCap effect.
--''MatCap Color'' (toonVRM)
Specifies a pseudo highlight color independent of environ...
--''Rim Light Map''
Specifies a texture that defines where rim lighting is ap...
--''Rim Light Color''
Specifies the color of the rim light.
--''Rim Light Intensity''
Specifies the intensity of the rim light.
--''Rim Light Lighting Mix''
Specifies the blend ratio between the rim light color and...
--''Fresnel Intensity''
Specifies the sharpness of the rim light.
--''Rim Light Position''
Specifies the spread of the rim light.
--''Cutoff Threshold''
When the Rendering Type is set to Cutoff, specifies the m...
--''Outline Type''
Selects the outline rendering type.
|''World''|Renders outlines with a constant width in worl...
|''Screen''|Renders outlines with a constant width on the...
--''Outline Width Map''
Allows the outline width to be adjusted using the brightn...
--''Outline Scale Max Distance'' (toonVRM0X)
Sets the maximum distance for outline thickness scaling b...
--''Outline Max Scale'' (toon)
For World-type outlines, specifies how much outlines are ...
--''Outline Lighting''
Specifies the blend ratio between the outline color and t...
--''Outline Color Mode''(toonVRM0X)
Specifies how the outline color is determined. Outlines c...
--''UV Animation Mask''
Controls with this texture whether UV animation affects t...
--''UV Rotation Animation''
Specifies the speed of UV rotation animation.
--''UV Scroll Animation X'' (toonVRM, toonVRM0X)
Specifies the speed at which the texture scrolls horizont...
--''UV Scroll Animation Y''(toonVRM,toonVRM0X)
Specifies the speed at which the texture scrolls vertical...
***''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
***Height Map [#g500a557]
By assigning a grayscale texture, you can create pseudo h...
White areas of the texture appear as “raised,” while blac...
Shader parameters related to the height map include “Heig...
''&color(red){(!)};'' Parallax mapping simulates height d...
-''Height Scale''
Sets the depth of the surface unevenness. (0–0.1)
Higher values increase depth but make artifacts more like...
-''Parallax Type''
--''None''
Turns off parallax mapping.
--''Parallax''
A simple method for expressing parallax.
It has low processing cost but is more prone to artifacts...
Self-occlusion is not supported.
Effective for shallow surface details, such as small bump...
--''Parallax_Occlusion''
Less prone to artifacts during camera movement and suppor...
However, it has a higher processing cost.
Effective for surfaces with deeper unevenness, such as co...
-''Invert Height Map''
When enabled, the height map is inverted: white areas app...
***''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...
By using a height map, you can also create decals with ra...
#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/toonVRM/toonVRM0X'' [#h17fd4d0]
Performs cel-shaded rendering with clear, distinct shadows.
Switch the shader according to the model being used.
-''toomVRM''
A toon shader for VRM 1.0 and later models.
-''toomVRM0X''
A toon shader for VRM 0.x models.
-''Parameters''
The parentheses () after each parameter name indicate tha...
Parameters without parentheses exist in all toon shaders.
--''Rendering Type''
Sets whether the material is opaque or translucent.
|''Opaque''|Opaque. Suitable for solid objects with no tr...
|''Cutoff''|Opaque. Opaque and transparent regions are cl...
|''Translucent''|Translucent. Suitable for objects that a...
|''Translucent With Depth''|Translucent. When translucent...
--''Blend Type'' (toonVRM, toonVRM0X)
Specifies the blending method when translucency is enabled.
|''One''|Uses the texture color as-is. Effective when the...
|''SrcAlpha''|Uses the texture color while considering th...
--''Lit Map''
Specifies the main color map of the model.
--''Lit Color''
The specified color is multiplied with the Lit Map. This ...
--''Shade Map''
Specifies the first shadow map used for the shadow-colore...
--''Shade Color''
The specified color is multiplied with the Shade Map. Thi...
--''Normal Map''
Specifies the normal map that defines surface bumps and d...
--''Normal Scale''
Adjusts the strength of the normal map effect.
--''Toon''
Specifies the balance between sharp cel-style shading and...
--''Shading Position''
Specifies the spread of the shadowed area.
--''Lighting Mask Texture'' (toon)
A texture used to mask lighting results and define darker...
--''Lighting Mask Scale'' (toon)
Specifies the strength of the Lighting Mask Texture effect.
--''Light Saturation Scale''(toon,toonVRM0X)
Specifies whether the light uses only brightness or also ...
--''ReceiveShadow Map'' (toonVRM0X)
Controls the influence range of external shadows (light s...
--''ReceiveShadow Rate'' (toonVRM0X)
Adjusts the strength of received shadows. Lower values re...
--''ShadingShift Map'' (toonVRM)
Adjusts the transition position between the base color an...
--''ShadingShift Map Scale'' (toonVRM)
Adjusts the influence of the ShadingShift Map. Higher val...
--''ShadingGrade Map'' (toonVRM0X)
Controls how easily shadows are applied and their intensi...
--''ShadingGrade Rate'' (toonVRM0X)
Adjusts the influence of the ShadingGrade Map. Higher val...
--''Emission Map''
Specifies a constant color unaffected by lighting. By ena...
--''Emission''
The specified color is multiplied with the Emission Map.
--''Emission Intensity''
Specifies the strength of the emission effect.
--''MatCap''
Specifies a pre-lit spherical texture. It is unaffected b...
--''MatCap Intensity'' (toon)
Specifies the strength of the MatCap effect.
--''MatCap Color'' (toonVRM)
Specifies a pseudo highlight color independent of environ...
--''Rim Light Map''
Specifies a texture that defines where rim lighting is ap...
--''Rim Light Color''
Specifies the color of the rim light.
--''Rim Light Intensity''
Specifies the intensity of the rim light.
--''Rim Light Lighting Mix''
Specifies the blend ratio between the rim light color and...
--''Fresnel Intensity''
Specifies the sharpness of the rim light.
--''Rim Light Position''
Specifies the spread of the rim light.
--''Cutoff Threshold''
When the Rendering Type is set to Cutoff, specifies the m...
--''Outline Type''
Selects the outline rendering type.
|''World''|Renders outlines with a constant width in worl...
|''Screen''|Renders outlines with a constant width on the...
--''Outline Width Map''
Allows the outline width to be adjusted using the brightn...
--''Outline Scale Max Distance'' (toonVRM0X)
Sets the maximum distance for outline thickness scaling b...
--''Outline Max Scale'' (toon)
For World-type outlines, specifies how much outlines are ...
--''Outline Lighting''
Specifies the blend ratio between the outline color and t...
--''Outline Color Mode''(toonVRM0X)
Specifies how the outline color is determined. Outlines c...
--''UV Animation Mask''
Controls with this texture whether UV animation affects t...
--''UV Rotation Animation''
Specifies the speed of UV rotation animation.
--''UV Scroll Animation X'' (toonVRM, toonVRM0X)
Specifies the speed at which the texture scrolls horizont...
--''UV Scroll Animation Y''(toonVRM,toonVRM0X)
Specifies the speed at which the texture scrolls vertical...
***''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: