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UmaMusumeMME

Umamusume Shader for MMD

Model rip by 红白de黑白、无名

shader

Usage

此MME需要使用UmaViewer导出的模型才能完全工作。

对于 UMA_Body.fx / UMA_Hair.fx / UMA_Tail.fx

  1. 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"; > ;
  1. 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

对于 UMA_Eye.fx / UMA_Face.fx

  1. 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"; > ;
  1. ResourceName改为你想要渲染马娘的对应部位的贴图
  2. 将模型名字修改为英文,如:Daitaku Helios.pmx
  3. 模型添加一个骨骼head,将其父骨骼设为,并与位置重合
  4. 找到参数:
    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"; >
    

重要参数

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

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Umamusume Shader for MMD

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