Ray-MMD
========
###### [English](https://github.com/ray-cast/ray-mmd/blob/master/README.md) &nbsp; [中文文档](https://github.com/ray-cast/ray-mmd/blob/master/README_chs.md)
### 基于物理的渲染 ###
　　<img style="vertical-align: top;" src="./Shader/screenshots/logo.png" alt="logo" height="48px">

　　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://raw.githubusercontent.com/ray-cast/ray-mmd/master/Shader/screenshots/screen1.jpg)
[![link text](./Shader/screenshots/screen2_small.png)](https://raw.githubusercontent.com/ray-cast/ray-mmd/master/Shader/screenshots/screen2.png)
[![link text](./Shader/screenshots/screen3_small.jpg)](https://raw.githubusercontent.com/ray-cast/ray-mmd/master/Shader/screenshots/screen3.png)
[![link text](./Shader/screenshots/screen4_small.jpg)](https://raw.githubusercontent.com/ray-cast/ray-mmd/master/Shader/screenshots/screen4.png)

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-1.5.0-brightgreen.svg)](https://github.com/ray-cast/ray-mmd/archive/1.5.0.zip)

* [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 - 1.5.0 (zip)](https://github.com/ray-cast/ray-mmd/archive/1.5.0.zip) (updated: 15. Jan 2018)
* [Ray-MMD - 1.5.0 (tar.gz)](https://github.com/ray-cast/ray-mmd/archive/1.5.0.tar.gz) (updated: 15. Jan 2018)
- 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

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	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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	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 \[[link](http://www.physics.hmc.edu/faculty/esin/a101/limbdarkening.pdf)\]
