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#K3LS# 又一个mikumikudance用基于物理的渲染包

版本 1.4.0

##使用方法: ###启用渲染

  • 载入Gbuffer_init.pmx,并确保这是第一个渲染的pmx文件
  • 关闭MMD自带抗锯齿
  • 载入ambient.x
  • 载入K3LS.x
  • 打开MME控制面板,为模型分配materials文件夹下的fx文件,并通过对应的controllers文件夹下的pmx文件控制渲染效果

###模型改造

  • 删除模型中所有sphere贴图,或将其设置为無效
  • 删除模型中所有toon贴图
  • 可选)在原本放置sphere贴图的位置修改为法线贴图

##其他

  • K3LS - DR 暂不支持半透明模型的正确渲染

##高级选项 ####在headers\\environment.fxh文件中,可以配置以下效果

  • SHADOW_QUALITY 范围1-5 显存够大就往大了开

  • SSAORayCount 推荐范围24-32 决定AO与COLOR—BLEEDING的质量

  • SSDO_COLOR_BLEEDING 推荐范围15-25,0为关闭此效果 COLOR—BLEEDING效果的强度

  • BLUR_COUNT 推荐数值6 影响AO与阴影的模糊强度 如果不是闲得蛋疼请不要试着修改这个选项

  • VOLUMETRIC_FOG_SAMPLE 推荐范围80-140,0为关闭此效果 体积雾的精确度,过低的值会造成漏光,以及噪音

  • AA_QUALITY 抗锯齿强度,不推荐5 大于1为SMAA

  • SMAA_EDGE_DETECT_MODE 在开启SMAA的情况下此选项生效 0为通过深度判断物体边缘 1为通过亮度判断物体边缘 推荐0

  • SMAA_WEIGHT_SUBSAMPLE 在开启SMAA的情况下此选项生效 SMAA混合子像素数量 控制nX-SMAA 推荐1

  • FILL_2_FLOAT_TO_4 N卡建议1 A卡建议0

  • ENABLE_SSS 控制SSSSS效果 建议1

##Reference:

##Inspired by:

##TODO:

  • 支持alpha √
  • 改进Gbuffer √
  • 屏幕空间阴影 √
  • 基于物理的体积雾 √
  • 加速SSSSS √
  • FULL HDR √
  • bokeh
  • 多光源

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