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Ray-MMD | ||
======== | ||
###### [English](https://github.com/ray-cast/ray-mmd/blob/developing/README.md) [中文文档](https://github.com/ray-cast/ray-mmd/blob/developing/README_chs.md) | ||
### 基于物理的渲染 ### | ||
<img style="vertical-align: top;" src="./Shader/screenshots/logo.png" alt="logo" height="48px"> | ||
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Ray-MMD是一个自由的,功能强大的[mikumikudance](http://www.geocities.jp/higuchuu4/index_e.htm)扩展包, 提倡以一种易于使用的方式来添加基于物理的渲染和高自由度操作. 使用hlsl语言编写, 一个基于在[mikumikueffect](https://bowlroll.net/file/35012)的DX9环境中的渲染库. | ||
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目前还有许多新的功能和更好的效果需要去做,只有你们的支持,Ray-MMD能走的更远,如果你喜欢我的渲染,你可以通过以下的方式来赞助,你的帮助将是非常有用的,谢谢! | ||
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Patreon: | ||
<br> [![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/cubizer) | ||
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支付宝: | ||
<br> ![Alt](https://raw.githubusercontent.com/ray-cast/ray-mmd/developing/Shader/screenshots/ali.png) | ||
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截图: | ||
------------ | ||
[![link text](./Shader/screenshots/screen1_small.jpg)](https://raw.githubusercontent.com/ray-cast/ray-mmd/developing/Shader/screenshots/screen1.jpg) | ||
[![link text](./Shader/screenshots/screen2_small.png)](https://raw.githubusercontent.com/ray-cast/ray-mmd/developing/Shader/screenshots/screen2.png) | ||
[![link text](./Shader/screenshots/screen3_small.jpg)](https://raw.githubusercontent.com/ray-cast/ray-mmd/developing/Shader/screenshots/screen3.png) | ||
[![link text](./Shader/screenshots/screen4_small.jpg)](https://raw.githubusercontent.com/ray-cast/ray-mmd/developing/Shader/screenshots/screen4.png) | ||
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下载 | ||
------------ | ||
[![img](https://img.shields.io/badge/version-1.3.1v2-brightgreen.svg)](https://github.com/ray-cast/ray-mmd/archive/1.3.1v2.zip) | ||
[![img](https://img.shields.io/badge/version-1.4.0beta3-brightgreen.svg)](https://github.com/ray-cast/ray-mmd/archive/140beta3.zip) | ||
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* [Ray-MMD - 1.3.1v2 (zip)](https://github.com/ray-cast/ray-mmd/archive/1.3.1v2.zip) (updated: 27. Apr 2017) | ||
* [Ray-MMD - 1.3.1v2 (tar.gz)](https://github.com/ray-cast/ray-mmd/archive/1.3.1v2.tar.gz) (updated: 27. Apr 2017) | ||
* [Ray-MMD - 1.4.0beta v2 (zip)](https://github.com/ray-cast/ray-mmd/archive/140beta2.zip) (updated: 30. Jul 2017) | ||
* [Ray-MMD - 1.4.0beta v2 (tar.gz)](https://github.com/ray-cast/ray-mmd/archive/140beta2.tar.gz) (updated: 30. Jul 2017) | ||
- 额外扩展 | ||
- [ColorGrading - v1.0.0 (zip)](https://github.com/MikuMikuShaders/ColorGrading/archive/v1.0.0.zip) (updated: 2. Dec 2017) | ||
- [FilmGrain - v1.0.0 (zip)](https://github.com/MikuMikuShaders/FilmGrain/archive/v1.0.0.zip) (updated: 2. Dec 2017) | ||
- [FXAA - v1.0.0 (zip)](https://github.com/MikuMikuShaders/FXAA/archive/v1.0.0.zip) (updated: 2. Dec 2017) | ||
- [LightBloom - v1.1.1 (zip)](https://github.com/MikuMikuShaders/LightBloom/archive/v1.1.1.zip) (updated: 2. Dec 2017) | ||
- [SMAA - v1.0.0 (zip)](https://github.com/MikuMikuShaders/SMAA/archive/v1.0.0.zip) (updated: 2. Dec 2017) | ||
- [Spectrum - v1.2.2 (zip)](https://github.com/MikuMikuShaders/Spectrum/archive/v1.2.2.zip) (updated: 2. Dec 2017) | ||
- [StereoImage - v1.0.0 (zip)](https://github.com/MikuMikuShaders/StereoImage/archive/v1.0.0.zip) (updated: 2. Dec 2017) | ||
- 改动 - 主要的修改: | ||
- 对景深的支持 | ||
- 对卡通材质的支持 | ||
- 对边缘线的支持 | ||
- 材质 : 优化并且改进了存储方式 | ||
- 材质 : 更好的布料光照 | ||
- 材质 : 当时用烘培的环境光遮蔽贴图有更好的光照效果 [(预览)](https://raw.githubusercontent.com/ray-cast/ray-mmd/developing/Shader/screenshots/ao.jpg) | ||
- 阴影 : 优化并且改进了太阳光阴影质量 (将以前的目前分割成 (PSSM1 - PSSM4) to calculating the sun shadow) | ||
- Time of day : 添加了 SunPhase 和 SunTurbidity 表情 | ||
- 移除了 Vignette 和 ColorDispersion, 请使用FilmGrain来代替 | ||
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需求: | ||
------------ | ||
* [MikuMikuDance](http://www.geocities.jp/higuchuu4/index_e.htm) - 926ver (x64) (没有抗锯齿) | ||
* [MikuMikuEffect](https://bowlroll.net/file/35012) - 037ver (x64) | ||
* Direct3D 9 With Shader Model 3.0 (ps_3_0) | ||
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特性: | ||
------------ | ||
* 基于物理的材质: 基本色, 金属性, 光滑/粗糙度, 反射率, 自发光, 等 | ||
* 模拟清漆的多层材质 | ||
* 模拟布料材质的镜面反射 | ||
* 各向异性的多层材质 | ||
* 湿度贴图的支持 | ||
* 近似的次表面散射用于模拟玉器和皮肤 | ||
* GGX镜面光照模型和burley的漫反射光照模型 | ||
* 物理的光源 | ||
* 点光源, 聚光灯, 太阳光, 面积光, IES 的多光源的支持 | ||
* 点光源和聚光的IES配置 | ||
* PCF, VSM, PSSM 的软阴影 | ||
* 基于双抛面的全方位点光源阴影 | ||
* 高动态范围照明(High-Dynamic Lighting) | ||
* 点光源, 聚光灯, IES 的体积光 | ||
* 方形和球形的体积雾 | ||
* 云隙光效果 | ||
* 模拟雾气和天空的近似的大气散射 | ||
* 地面雾特效 | ||
* 基于RGBT编码的高动态天空盒 | ||
* 基于RGBT编码的高动态图像照明(Image-Based Lighting) | ||
* 屏幕空间反射 | ||
* 屏幕空间环境光遮蔽 | ||
* 屏幕空间次表面散射 | ||
* 后处理的景深特效 | ||
* 后处理的泛光特效 | ||
* 后处理的人眼适应特效 | ||
* 后处理的色调映射 (ACES-like,Reinhard,Hable,Hejl2015,NaughtyDog support) | ||
* 后处理的色彩调整 | ||
* FXAA抗锯齿 | ||
* SMAA抗锯齿 | ||
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支持者: | ||
------------- | ||
Financially supported on [Patreon](http://www.patreon.com/cubizer): | ||
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#### Platinum supporters: | ||
* Penti_mmd | ||
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##### Gold supporters: | ||
* Sarashina - 更科 | ||
* Birdway | ||
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##### Bronze supporters: | ||
* urara在処 | ||
* rin kari | ||
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`感谢所有对我的支持! (如果你想要在这里添加或者移除请通过下面的方式来联系我)` | ||
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联系: | ||
------------ | ||
如果你是一名热爱图形的开发者,你可以通过`Pull requests`来提交你的代码,或者通过Github的Issue和twitter来加入到我们的团队 | ||
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* Twitter: [@Rui](https://twitter.com/Rui_cg). | ||
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[协议 (MIT)](https://raw.githubusercontent.com/MikuMikuShaders/FilmGrain/master/LICENSE.txt) | ||
------------------------------------------------------------------------------- | ||
Copyright (C) 2016-2018 Rui. 保留所有版权. | ||
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https://github.com/ray-cast/ray-mmd | ||
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被授权人权利: | ||
被授权人有权利使用、复制、修改、合并、出版发行、散布、再授权及贩售软件及软件的副本。 | ||
被授权人可根据程序的需要修改授权条款为适当的内容。 | ||
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被授权人义务: | ||
在软件和软件的所有副本中都必须包含版权声明和许可声明。由版权持有人及其他责任者“按原样”提供,包括 | ||
但不限于商品的内在保证和特殊目的适用,将不作任何承诺,不做任何明示或暗示的保证。 在任何情况下,不 | ||
管原因和责任依据,也不追究是合同责任、后果责任或侵权行为(包括疏忽或其它),即使被告知发生损坏的可 | ||
能性,在使用本软件的任何环节造成的任何直接、间接、偶然、特殊、典型或重大的损坏(包括但不限于使用替 | ||
代商品的后果:使用、数据或利益的损失或业务干扰),版权持有人、其他责任者或作者或所有者概不承担任何责任 | ||
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其他重要特性: | ||
此授权条款并非属Copyleft的自由软件授权条款,允许在自由/开放源码软件或非自由软件(proprietary software)所使用。 | ||
MIT的内容可依照程序著作权者的需求更改内容。此亦为MIT与BSD(The BSD license, 3-clause BSD license)本质上不同处。 | ||
MIT条款可与其他授权条款并存。另外,MIT条款也是自由软件基金会(FSF)所认可的自由软件授权条款,与GPL兼容 | ||
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引用: | ||
----------- | ||
* Moving to the Next Generation - The Rendering Technology of Ryse \[[link](http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf)\]. | ||
* ACES Filmic Tone Mapping Curve \[[link](https://knarkowicz.wordpress.com/2016/08/31/hdr-display-first-steps/)\]. | ||
* Compact Normal Storage for small G-Buffers \[[link](http://aras-p.info/texts/CompactNormalStorage.html)\]. | ||
* Convert Blinn-Phong to Beckmann distribution \[[link](http://simonstechblog.blogspot.de/2011/12/microfacet-brdf.html)\]. | ||
* Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel \[[link](https://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/)\]. | ||
* Physically Based Area Lights \[[link](http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf)\]. | ||
* Physics and Math of Shading \[[link](http://blog.selfshadow.com/publications/s2015-shading-course/hoffman/s2015_pbs_physics_math_slides.pdf)\]. | ||
* Compact YCoCg Frame Buffer for small IBL-Buffer \[[link](http://jcgt.org/published/0001/01/02/)\]. | ||
* RGBM color encoding \[[link](http://graphicrants.blogspot.com/2009/04/rgbm-color-encoding.html)\]. | ||
* Horizon Occlusion for IBL \[[link](http://marmosetco.tumblr.com/post/81245981087)\]. | ||
* Screen space glossy reflections \[[link](http://roar11.com/2015/07/screen-space-glossy-reflections/)\]. | ||
* Parallax Occlusion Map \[[link](http://sunandblackcat.com/tipFullView.php?topicid=28)\]. | ||
* Convert Temperature to RGB \[[link](https://github.com/davidf2281/ColorTempToRGB)\]. | ||
* Texture repetition \[[link](http://www.iquilezles.org/www/articles/texturerepetition/texturerepetition.htm)\]. | ||
* Pre-Integrated Skin Shading \[[link](http://simonstechblog.blogspot.com/2015/02/pre-integrated-skin-shading.html)\] | ||
* Normal Blending in Detail \[[link](http://blog.selfshadow.com/publications/blending-in-detail/)\] | ||
* An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering \[[link](http://www.gameenginegems.net/gemsdb/article.php?id=1133)\] | ||
* Bump map to normal \[[link](https://docs.unrealengine.com/latest/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf)\] | ||
* Special-Case Materials Wetness \[[link](http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf)\] | ||
* Mip Fog \[[link](http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf)\] | ||
* Gaussian-kernel-calculator \[[link](http://dev.theomader.com/gaussian-kernel-calculator/)\] | ||
* Ray Box Intersection on the GPU \[[link](https://github.com/hpicgs/cgsee/wiki/Ray-Box-Intersection-on-the-GPU)\] | ||
* Hexagonal Bokeh Blur Revisited \[[link](https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/)\] | ||
* Practical Post-Process Depth of Field \[[link](https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch28.html)\] | ||
* Approximation of the IBL’s DFG term for a cloth BRDF \[[link](https://gist.github.com/romainguy/52d0e7f070d9ed7b44a0327d735fe33e)\] |