How To Use: ( ShaderFarc ) - Infused-Doggo/ShaderFarc GitHub Wiki
Basic Requirements
Ensure you have the following components installed and set up before working with ShaderFarc.
- MMD (MikuMikuDance) - Version 9.32 Recommended
- MME (MikuMikuEffects) - Plug-in
- ShaderFarc (Release)
Important !!
+. HgShadow v004 || ShaderFarc don't make use of the traditional shadow
.
Basic Scene Setup
Follow these steps to set up your scene for the materials:
-
Load ShaderFarc.x:
- ShaderFarc.x.
(Included in "- Add-on")
- Integrate ShaderFarc.x into your scene for post-processing used for enhancing the visuals (Subsurface Scattering and Aniso).
- ShaderFarc.x.
-
Load #ToneMap_Controller.pmx:
- #ToneMap_Controller.pmx.
(Already Included)
- Add it to your scene to enable post-processing features such as gamma, exposure, and saturation adjustments.
- #ToneMap_Controller.pmx.
-
Optional: Load #ShaderFarc_Controller.pmx:
- #ShaderFarc_Controller.pmx.
(Already Included)
- Optional, this one can adjust the shader and change the lighting to one more accurate and advanced.
- #ShaderFarc_Controller.pmx.
Configurations
The "- Settings"
file encompasses additional settings that allow for fine-tuning and customization of the shader behavior.
-
Graphic_Style This one change the visual style from Future Tone to Megamix.
-
Toon_IBL Set to
1
to use MM+ style instead of Arcade's NPR. -
Eyeball_Offset Set to
1
for improved alignment or positioning of the eyes when the UV is not fixed. -
SSS_Intensity This parameter likely controls the intensity of Subsurface Scattering in the shaders.
Delay Issues with Hg_Shadow
This issue is commonly seen in the SSS, thing that I still can't find a proper solution.
- It just takes to open MME panel and disable Hgshadow.x
- Now moving to SSS_SF or DEPTH_SF, enable Hgshadow.x back
Feel free to explore the repository for additional information and updates.