本文由 简悦 SimpRead 转码, 原文地址 www.bilibili.com
本次对应渲染下载点:https://github.com/ray-cast/ray-mmd 首先我澄清下 不是因为懒得录视频教程我只是希望这样整理下 大家好记忆怎么使用材质贴图就是这样 不准反驳而且 很
define USE_CUSTOM_MATERIAL 0¶
define ALBEDO_MAP_ENABLE 1¶
define ALBEDO_MAP_ANIMATION_ENABLE 0¶
define ALBEDO_MAP_IN_TEXTURE 1¶
define ALBEDO_MAP_IN_SCREEN_MAP 0¶
define ALBEDO_MAP_UV_FLIP 0¶
define ALBEDO_MAP_UV_REPETITION 0¶
define ALBEDO_MAP_APPLY_COLOR 0¶
define ALBEDO_MAP_APPLY_DIFFUSE 1¶
define ALBEDO_APPLY_MORPH_COLOR 0¶
define ALBEDO_MAP_FILE "albedo.png"¶
const float3 albedo = 1.0;
const float2 albedoMapLoopNum = 1.0;
define ALPHA_MAP_ENABLE 1¶
define ALPHA_MAP_ANIMATION_ENABLE 0¶
define ALPHA_MAP_IN_TEXTURE 1¶
define ALPHA_MAP_UV_FLIP 0¶
define ALPHA_MAP_SWIZZLE 3¶
define ALPHA_MAP_FILE "alpha.png"¶
const float alpha = 1.0;
const float alphaMapLoopNum = 1.0;
define NORMAL_MAP_ENABLE 0¶
define NORMAL_MAP_ANIMATION_ENABLE 0¶
define NORMAL_MAP_IN_SPHEREMAP 0¶
define NORMAL_MAP_IS_COMPRESSED 0¶
define NORMAL_MAP_UV_FLIP 0¶
define NORMAL_MAP_UV_REPETITION 0¶
define NORMAL_MAP_FILE "normal.png"¶
const float normalMapScale = 1.0;
const float normalMapLoopNum = 1.0;
define NORMAL_MAP_SUB_ENABLE 0¶
define NORMAL_MAP_SUB_ANIMATION_ENABLE 0¶
define NORMAL_MAP_SUB_IN_SPHEREMAP 0¶
define NORMAL_MAP_SUB_IS_COMPRESSED 0¶
define NORMAL_MAP_SUB_UV_FLIP 0¶
define NORMAL_MAP_SUB_UV_REPETITION 0¶
define NORMAL_MAP_SUB_FILE "normal.png"¶
const float normalMapSubScale = 1.0;
const float normalMapSubLoopNum = 1.0;
define SMOOTHNESS_MAP_ENABLE 0¶
define SMOOTHNESS_MAP_ANIMATION_ENABLE 0¶
define SMOOTHNESS_MAP_IN_TOONMAP 0¶
define SMOOTHNESS_MAP_IS_ROUGHNESS 0¶
define SMOOTHNESS_MAP_UV_FLIP 0¶
define SMOOTHNESS_MAP_SWIZZLE 0¶
define SMOOTHNESS_MAP_APPLY_SCALE 0¶
define SMOOTHNESS_MAP_FILE "smoothness.png"¶
const float smoothness = 0.0;
const float smoothnessMapLoopNum = 1.0;
define METALNESS_MAP_ENABLE 0¶
define METALNESS_MAP_ANIMATION_ENABLE 0¶
define METALNESS_MAP_IN_TOONMAP 0¶
define METALNESS_MAP_UV_FLIP 0¶
define METALNESS_MAP_SWIZZLE 0¶
define METALNESS_MAP_APPLY_SCALE 0¶
define METALNESS_MAP_FILE "metalness.png"¶
const float metalness = 0.0;
const float metalnessMapLoopNum = 1.0;
const float metalnessBaseSpecular = 0.04;
define MELANIN_MAP_ENABLE 0¶
define MELANIN_MAP_IN_TOONMAP 0¶
define MELANIN_MAP_UV_FLIP 0¶
define MELANIN_MAP_SWIZZLE 0¶
define MELANIN_MAP_APPLY_SCALE 0¶
define MELANIN_MAP_FILE "melanin.png"¶
const float melanin = 0.0;
const float melaninMapLoopNum = 1.0;
define EMISSIVE_ENABLE 0¶
define EMISSIVE_USE_ALBEDO 0¶
define EMISSIVE_MAP_ENABLE 0¶
define EMISSIVE_MAP_ANIMATION_ENABLE 0¶
define EMISSIVE_MAP_IN_TEXTURE 0¶
define EMISSIVE_MAP_IN_SCREEN_MAP 0¶
define EMISSIVE_MAP_UV_FLIP 0¶
define EMISSIVE_APPLY_COLOR 0¶
define EMISSIVE_APPLY_MORPH_COLOR 0¶
define EMISSIVE_APPLY_MORPH_INTENSITY 0¶
define EMISSIVE_APPLY_BLINK 0¶
define EMISSIVE_MAP_FILE "emissive.png"¶
const float3 emissive = 1.0;
const float3 emissiveBlink = 1.0;
const float emissiveIntensity = 1.0;
const float2 emissiveMapLoopNum = 1.0;
define OCCLUSION_MAP_ENABLE 0¶
define OCCLUSION_MAP_IN_TOONMAP 0¶
define OCCLUSION_MAP_UV_FLIP 0¶
define OCCLUSION_MAP_SWIZZLE 0¶
define OCCLUSION_MAP_APPLY_SCALE 0¶
define OCCLUSION_MAP_FILE "occlusion.png"¶
const float occlusionMapScale = 1.0;
const float occlusionMapLoopNum = 1.0;
define PARALLAX_MAP_ENABLE 0¶
define PARALLAX_MAP_UV_FLIP 0¶
define PARALLAX_MAP_SUPPORT_ALPHA 0¶
define PARALLAX_MAP_FILE "height.png"¶
const float parallaxMapScale = 1.0;
const float parallaxMapLoopNum = 1.0;
define CUSTOM_ENABLE 0¶
define CUSTOM_A_MAP_ENABLE 0¶
define CUSTOM_A_MAP_IN_TOONMAP 0¶
define CUSTOM_A_MAP_UV_FLIP 0¶
define CUSTOM_A_MAP_COLOR_FLIP 0¶
define CUSTOM_A_MAP_SWIZZLE 0¶
define CUSTOM_A_MAP_APPLY_SCALE 0¶
define CUSTOM_A_MAP_FILE "custom.png"¶
const float customA = 0.0;
const float customAMapLoopNum = 1.0;
define CUSTOM_B_MAP_ENABLE 0¶
define CUSTOM_B_MAP_UV_FLIP 0¶
define CUSTOM_B_MAP_COLOR_FLIP 0¶
define CUSTOM_B_MAP_APPLY_COLOR 0¶
define CUSTOM_B_MAP_FILE "custom.png"¶
const float3 customB = 0.0;
const float2 customBMapLoopNum = 1.0;
这个.......
跳过.....