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Shadekai_Sync.fxsub
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Shadekai_Sync.fxsub
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool Controller : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; >;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float EdgeScale_view : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "VC: Edge Scale"; >;
float RimScale_view : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "VC: Rim Scale"; >;
float FrontObject_view : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "VC: Front Object"; >;
float SkinArea_view : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Map: Skin Area"; >;
float GlowArea_view : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Map: Glow Area"; >;
float Ambient_view : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Ambient"; >;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float Rim_Intensity_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_Intensity +"; >;
float Rim_Intensity_M : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_Intensity -"; >;
static float Rim_Intensity_F = Rim_Intensity + Rim_Intensity_P*Rim_Intensity - Rim_Intensity_M*Rim_Intensity;
float Rim_Length_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_Length +"; >;
float Rim_Length_M : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_Length -"; >;
static float Rim_Length_F = Rim_Length - Rim_Length_P*Rim_Length + Rim_Length_M*Rim_Length;
float Rim_Thickness_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_Thickness +"; >;
float Rim_Thickness_M : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_Thickness -"; >;
static float Rim_Thickness_F = Rim_Thickness - Rim_Thickness_P*Rim_Thickness + Rim_Thickness_M*Rim_Thickness;
#if Self_Rim == 0
float Rim_Color_R_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_R +"; >;
float Rim_Color_G_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_G +"; >;
float Rim_Color_B_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Rim_B +"; >;
#else
float Rim_Color_R_P : CONTROLOBJECT < string name = Self_Lighting_Model; string item = "Rim_R +"; >;
float Rim_Color_G_P : CONTROLOBJECT < string name = Self_Lighting_Model; string item = "Rim_G +"; >;
float Rim_Color_B_P : CONTROLOBJECT < string name = Self_Lighting_Model; string item = "Rim_B +"; >;
#endif
static float Rim_Color_R_F = Rim_Color_R_P;
static float Rim_Color_G_F = Rim_Color_G_P;
static float Rim_Color_B_F = Rim_Color_B_P;
#if Self_Ambient == 0
float Ambient_Color_R_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Ambient_R +"; >;
float Ambient_Color_G_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Ambient_G +"; >;
float Ambient_Color_B_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Ambient_B +"; >;
float Ambient_Dark_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Ambient_Dark +"; >;
#else
float Ambient_Color_R_P : CONTROLOBJECT < string name = Self_Lighting_Model; string item = "Ambient_R +"; >;
float Ambient_Color_G_P : CONTROLOBJECT < string name = Self_Lighting_Model; string item = "Ambient_G +"; >;
float Ambient_Color_B_P : CONTROLOBJECT < string name = Self_Lighting_Model; string item = "Ambient_B +"; >;
float Ambient_Dark_P : CONTROLOBJECT < string name = Self_Lighting_Model; string item = "Ambient_Dark +"; >;
#endif
static float Ambient_Color_R_F = Ambient_Color_R_P;
static float Ambient_Color_G_F = Ambient_Color_G_P;
static float Ambient_Color_B_F = Ambient_Color_B_P;
static float Ambient_Dark_F = Ambient_Dark_P;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float Edge_Thickness_P : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Edge_Thickness +"; >;
float Edge_Thickness_M : CONTROLOBJECT < string name = "Shadekai_Controller.pmx"; string item = "Edge_Thickness -"; >;
static float Edge_Thickness_F = Edge_Thickness + Edge_Thickness_P*Edge_Thickness - Edge_Thickness_M*Edge_Thickness;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "Shadekai_Database.fxsub"