# ray-mmd **Repository Path**: wyping/ray-mmd ## Basic Information - **Project Name**: ray-mmd - **Description**: fork自https://github.com/ray-cast/ray-mmd - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 3 - **Forks**: 1 - **Created**: 2021-03-18 - **Last Updated**: 2024-06-25 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README Ray-MMD ======== ###### [English](https://github.com/ray-cast/ray-mmd/blob/master/README.md)   [中文文档](https://github.com/ray-cast/ray-mmd/blob/master/README_chs.md) ### 基于物理的渲染 ###   logo   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. 截图: ------------ [![link text](./Shader/screenshots/screen1_small.jpg)](https://gitee.com/di2344/ray-mmd/raw/master/Shader/screenshots/screen1.jpg) [![link text](./Shader/screenshots/screen2_small.png)](https://gitee.com/di2344/ray-mmd/raw/master/Shader/screenshots/screen2.png) [![link text](./Shader/screenshots/screen3_small.jpg)](https://gitee.com/di2344/ray-mmd/raw/master/Shader/screenshots/screen3.png) [![link text](./Shader/screenshots/screen4_small.jpg)](https://gitee.com/di2344/ray-mmd/raw/master/Shader/screenshots/screen4.png) 下载 ------------ * [Ray-MMD - 1.5.2 (zip)](https://gitee.com/di2344/ray-mmd/repository/archive/1.5.2?format=zip) (updated: 13. Mar 2018) * [Ray-MMD - 1.5.2 (tar.gz)](https://gitee.com/di2344/ray-mmd/repository/archive/1.5.2?format=tar.gz) (updated: 13. Mar 2018) * [其它版本](https://gitee.com/di2344/ray-mmd/releases) - 额外扩展 - [ColorGrading - v1.0.0 (zip)](https://github.com/MikuMikuShaders/ColorGrading/archive/v1.0.0.zip) (updated: 2. Dec 2017, \[[Github](https://github.com/MikuMikuShaders/ColorGrading)\]) - [FilmGrain - v1.0.0 (zip)](https://github.com/MikuMikuShaders/FilmGrain/archive/v1.0.0.zip) (updated: 2. Dec 2017, \[[Github](https://github.com/MikuMikuShaders/FilmGrain)\]) - [FXAA - v1.0.0 (zip)](https://github.com/MikuMikuShaders/FXAA/archive/v1.0.0.zip) (updated: 2. Dec 2017, \[[Github](https://github.com/MikuMikuShaders/FXAA)\]) - [LightBloom - v1.1.1 (zip)](https://github.com/MikuMikuShaders/LightBloom/archive/v1.1.1.zip) (updated: 2. Dec 2017, \[[Github](https://github.com/MikuMikuShaders/LightBloom)\]) - [SMAA - v1.0.0 (zip)](https://github.com/MikuMikuShaders/SMAA/archive/v1.0.0.zip) (updated: 2. Dec 2017, \[[Github](https://github.com/MikuMikuShaders/SMAA)\]) - [Spectrum - v1.4.0 (zip)](https://github.com/MikuMikuShaders/Spectrum/archive/v1.4.0.zip) (updated: 2. Dec 2017, \[[Github](https://github.com/MikuMikuShaders/Spectrum)\]) - [StereoImage - v1.0.0 (zip)](https://github.com/MikuMikuShaders/StereoImage/archive/v1.0.0.zip) (updated: 2. Dec 2017, \[[Github](https://github.com/MikuMikuShaders/StereoImage)\]) 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) 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 支持者: ------------- Financially supported on [Patreon](http://www.patreon.com/cubizer): #### Platinum supporters: * Penti_mmd * Robert Shawarden ##### Gold supporters: * Sarashina - 更科 * Birdway ##### Bronze supporters: * urara在処 * rin kari * MMD-Seraph * Rich El `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)` 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 * Twitter: [@Rui](https://twitter.com/Rui_cg). [协议 (MIT)](https://raw.githubusercontent.com/ray-cast/ray-mmd/master/LICENSE.txt) ------------------------------------------------------------------------------- Copyright (C) 2016-2018 Rui. 保留所有版权. https://github.com/ray-cast/ray-mmd 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。 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 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 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 \[[link](https://gist.github.com/romainguy/52d0e7f070d9ed7b44a0327d735fe33e)\] * Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\[[link](https://eheitzresearch.wordpress.com/415-2/)\] * Limb Darkening model \[[link](http://www.physics.hmc.edu/faculty/esin/a101/limbdarkening.pdf)\]