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Object.fx Update Guide.txt
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Object.fx Update Guide.txt
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Ver 3.0 -> Ver 3.1
----------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Add this new section:
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define BLENDMODE 0 //Blend the model with the background
//0: Normal
//1: Multiply
//2: Linear Dodge (Add)
//The texture's background should be white (in case of "Multiply") or black (in case of "Linear Dodge"), not transparent
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
and:
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define PUNI_ENGINE 0 //To use the physic of PuniEngine
//If you use HgShadow with this feature enabled, open "HgShadow_ShadowMap.fxsub" AND "HgShadow_ViewportMap.fxsub", change the "#define PUNI_ENGINE" in there to 1 as well
//After you enable this feature, you still need to apply the 2 fxsub(s) of PuniEngine into its tabs in MME like the usual process. I'm speaking with the assumption that you know how to setup PuniEngine already
//During the moment AFTER you enable this feature in this shader and BEFORE you apply PuniEngine's fxsub(s), the model's lighting will be weird. It's a normal thing to happen, it also occurs with the original shader of PuniEngine
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Add these lines in the normal map section:
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define NormalMap_Invert_Red 0 //Invert the red channel of the normal map
#define NormalMap_Invert_Green 0 //Invert the green channel of the normal map
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////