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Project D Character Shader

The Character Shader I update and improve with each new character I add.

Future planned material functions -

Control Rig driving light parameters
Day / Night Cycle colour shifting
Custom shadow map for Contact Shadows

Light Control

Texture Inputs, Basecolour and SSS replaced with Colour Mask

Texture Inputs, Basecolour and SSS replaced with Colour Mask

Prep Inputs for use in gradient ramps

Prep Inputs for use in gradient ramps

Vector math used as inputs for light and shadow thresholds - custom normals don't break with pre-skinned local normals

Vector math used as inputs for light and shadow thresholds - custom normals don't break with pre-skinned local normals

Left Vertex Normals WS
Right Pre-skinned Local Normals converted to WS

ILM Manual / Automatic Switch Nodes

ILM Manual / Automatic Switch Nodes

ILM Switch Manual / Automatic

Input generation for Light , specular and Rimlight

UV3 Gradient Control

Mask Generator

Mask Generator

Mask Selection, MPC has a unique value for each mask.

Miscellaneous Masks that control parts of the shader locally

Miscellaneous Masks that control parts of the shader locally

Pattern Mask Blend - multiple different patterns can be controlled from one texture and the material groups mask

Colour Controller - blends the colours of each band

Rim light

Blending the Shadow Gradient ramps together

Colour Combiner, simply adds all the masks, basecolour and SSS inputs together

Colour Combiner, simply adds all the masks, basecolour and SSS inputs together

Colour Combiner - mixing Basecolour and Shadow SSS with parameters instead of texture input

Detail and Pattern Blended at the end

Detail and Pattern Blended at the end