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  1. Description of TAAS.blend/TAAS.png
  2. ---------------------------------------------------------------------------------------------------------------------------------
  3.  
  4. BaseColor / ShadowColor / ShadowMap / HilightMap
  5. A sample of nodes that can be used to create each texture.
  6.  
  7.  
  8. how to use.
  9.  
  10. Specify this material by creating the UV of the model for which you want to create a texture.
  11. In the texture paint mode, select the image to be rendered and select each image in the slot.
  12.  
  13. BaseColor / ShadowColor / HilightMap
  14. Paint with your favorite color.
  15.  
  16. ShadowMap / Hilight_A
  17. Write in white / black.
  18.  
  19. Other than HilightMap
  20. Save the image and complete.
  21.  
  22. HilightMap
  23. By rendering, HilightMap_A is incorporated into the alpha channel.
  24.  
  25. Since saving of blender body and saving of each image are handled separately, please do not forget to save each image.
  26.  
  27. ---------------------------------------------------------------------------------------------------------------------------------
  28. Explanation of each part
  29.  
  30. 1.
  31. The part corresponding to the unity inspector property.
  32. By setting unity and blender to the same setting value, it is almost the same rendering state.
  33.  
  34. 2.
  35. The output can be switched to 3 ways
  36.  
  37. 3.
  38. Sets the size of the texture to be output.
  39.  
  40. 4.
  41. Switch to texture mode and write.
  42.  
  43. 5.
  44. Save / reload images.
  45. Since saving of blender body and saving of each image are handled separately, please do not forget to save each image.
  46.  
  47. ---------------------------------------------------------------------------------------------------------------------------------
  48. Description of ToonGenerate.blend / ToonGenerate.png
  49. ---------------------------------------------------------------------------------------------------------------------------------
  50. A sample to easily create a Toon texture with Blender.
  51. It outputs the state of the color lamp as it is to the texture.
  52.  
  53.  
  54. 1.
  55. The part corresponding to the unity inspector property.
  56.  
  57. 2.
  58. Adjust the colorlamp to create toon.
  59.  
  60. 3.
  61. Switch texture for creation and texture for confirmation.
  62.  
  63. 4.
  64. Generated textures such as blend are not normally displayed in real time.
  65. By changing the rendering mode to render, it is possible to create toon while confirming the change in real time.
  66.  
  67. 5.
  68. Save / reload images.
  69. Since saving of blender body and saving of each image are handled separately, please do not forget to save each image.
  70.  
  71. 6.
  72. It is set so that the state of the color lamp is output as it is.
  73.  
  74. ---------------------------------------------------------------------------------------------------------------------------------
  75. Description of Weight2vcolor.py
  76. ---------------------------------------------------------------------------------------------------------------------------------
  77. You can adjust the effect by specifying the vertex group in the outline display of the modifier.
  78. You can use this to easily control the thickness of the outline.
  79. To use this weight value with TypeAAnimeShader, it is necessary to write to the R component of vertex color, and it is a script for that.
  80.  
  81. how to use.
  82.  
  83. Line 4: OBJ_NAME = "Body"
  84. Line 5: GROUP_NAME = "Col"
  85. Change "Body" / "Col" and execute script.
  86.  
  87. "Body" - Name of the object you want to apply.
  88.  
  89. "Col" - Name of vertex group & vertex color.
  90. Both must be the same name in this script.
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