Umamusume Shader for MMD
Model rip by 红白de黑白、无名
此MME需要使用UmaViewer导出的模型才能完全工作。
- 找到以下内容:
texture TripleMaskTexture < string ResourceName = "Texture2D/tex_bdy2005_00_base.png"; > ;
texture OptionMaskTexture < string ResourceName = "Texture2D/tex_bdy2005_00_ctrl.png"; > ;
texture ToonMapTexture < string ResourceName = "Texture2D/tex_bdy2005_00_shad_c.png"; > ;
texture EnvMapTexture < string ResourceName = "Texture2D/tex_chr_env000.png"; > ;
- 将
ResourceName
改为你想要渲染马娘的对应部位的贴图,变动部分基本只有编号,base
/ctrl
/shad_c
这些后缀不要有变化
- 找到以下内容:
texture TripleMaskTexture < string ResourceName = "Texture2D/tex_bdy2005_00_base.png"; > ;
texture OptionMaskTexture < string ResourceName = "Texture2D/tex_bdy2005_00_ctrl.png"; > ;
texture ToonMapTexture < string ResourceName = "Texture2D/tex_bdy2005_00_shad_c.png"; > ;
texture EnvMapTexture < string ResourceName = "Texture2D/tex_chr_env000.png"; > ;
texture MainTex < string ResourceName = "Texture2D/tex_chr2005_00_eye0_all.png"; > ;
texture High0Tex < string ResourceName = "Texture2D/tex_chr2005_00_eyehi00.png"; > ;
texture High1Tex < string ResourceName = "Texture2D/tex_chr2005_00_eyehi01.png"; > ;
texture High2Tex < string ResourceName = "Texture2D/tex_chr2005_00_eyehi02.png"; > ;
- 将
ResourceName
改为你想要渲染马娘的对应部位的贴图 - 将模型名字修改为英文,如:Daitaku Helios.pmx
- 模型添加一个骨骼
head
,将其父骨骼设为頭
,并与頭
位置重合 - 找到参数:
将
float4x4 _faceShadowHeadMat : CONTROLOBJECT < string name = "model.pmx"; string item = "摢"; >
name
替换为模型的名字,item
替换为head
,如:float4x4 _faceShadowHeadMat : CONTROLOBJECT < string name = "model.pmx"; string item = "head"; >
其它值不建议修改
参数名 | 说明 |
---|---|
_ToonStep | 阴影范围 |
_ToonFeather | 阴影羽化 |
_ToonBrightColor | 亮部颜色 |
_ToonBrightColor | 暗部颜色(阴影) |
_RimStep | 边缘光范围 |
_RimFeather | 边缘光羽化 |
_RimColor | 边缘光颜色 |
_OutlineWidth | 描边厚度 |
_OutlineColor | 描边颜色 |
_GlobalOutlineOffset | 描边Z偏移,确保其<=0,如果出现描边黑块,尝试逐步减少它的值 |