Please say the name of the shader, or credit me, or link this page in your credits if you use this shader (more of this in the Rules section), thank you very much, I'm appreciate it!
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A MMD shader that is utilized in making ripped Project Sekai models look as identical as how they are in-game as possible.
(New in v1.3) Front object (always appears in front of other objects)
(New in v1.2) Lighting per character
(New in v1.1) Real-time shadow (HgShadow) (Soft/Sharp)
Skin tone variation based on characters
Accurate shadow color (no self-made toons involved)
Directional rim lighting
Edge line & Rim thickness variation based on vertex color
Apply Object.fx to the materials. (clone the fx file if you want to use the shader on 2 or more materials with different settings).
Make sure to input the neccessary texture names in the fx.
Make sure that your Project Sekai model has vertex color that looks like this in the UV2 slot.
Turn off the model's edge line in PMXE, the shader will create it itself. They will clash if they exist simultaneously.
Normally, the rim light will be visible from the start. But once you load Shadekai_Controller.pmx, it will disappear due to the color is reset to 0. You have to turn the color sliders up for it to appear again.
The texture that ends with "_H" is necessary for the shader to color the skin. However, it is extremely low-res and can cause some disconnections between parts. You should upscale it using Waifu2x.
The shader can't make parts glow based on map, because that job is for a post-processing effect.
✔️ Modification is allowed, you can customize the shader, or add new features to it all you want.
✔️ Including the shader with the models you distribute is allowed.
❌ Commercial use is not allowed, please use other shaders that allow this.
❌ Redistributing the shader (putting the intact shader as the main focus of the DL) is not allowed, you can link this page for the viewers to download it directly.
✔️ However, it's fine for you to put your modification of the shader for DL.
⚠️ The shader itself is not limited to any kind of contents. The usage limit completely depends on the model you are going to apply the shader to.
⚠️ I am not responsible for any damages that are caused by the use of the shader, please consider carefully when you use the shader.
🗿 Once again, please credit me, or mention the shader's name when you use it, thank you