This page uses two character models as examples for setting up hair highlights:
オリジナル3Dモデル「セリア」
「暮井 慧(プロ生ちゃん)公式 MMD/VRM/FBX/Blend」 / 5zj さんの作品 - ニコニ立体
Demo of hair highlight effect: the highlights increase with the angle between the surface and the camera (Fresnel effect).
Demo of hair highlight effect: the highlights increase with the angle between the surface and the camera (Fresnel effect).
1. Use ASP/Character Shader
- Set the current material's shader to ASP/Character.
- Set ToonShadingStyle to CelShading (Face & StylizedPBR modes did not provide hair highlight options).
2. Prepare UV Unwrapped Hair Mesh and Texture
3. Setup Shader Parameters
- In the Material Inspector, assign the Hair Highlight Mask texture created in the previous step.
- Specify the UV for the sampling texture (default is UV2, ASP supports sampe from UV0 to UV3).
- Setup the highlight color and Fresnel Mask Power. A smaller value restricts the highlight to the grazing angle, while a larger value increases the highlight area.
- When Camera Roll Influence is greater than 0, the UV sampling shifts with the game's camera movement (the shift direction is along with mesh UV's Y axis).