EricHu

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![image](https://github.com/Albeoris/Memoria/assets/13420668/da7e605d-f0e1-430c-933d-e34f20a4d095) The jar's render queue is **transparent**(defined in abr_none shader), while the character is **transparent+1** ![image](https://github.com/Albeoris/Memoria/assets/13420668/e7cecbbe-d4ac-4f87-bf91-5e1f5c351459) Modifed the queue to transparent+2 will make the transparency work. but probably not intended...

> Since last we spoke on discord @Tirlititi made sure shaders can be modded so I'm not sure this PR is need anymore. You can simply do a mod. Personally...

First of all, thanks for the quick response to all of you guys, much appreciate! Yes, I'm not intend to rush the merge. More like open a discussion about how...

**https://github.com/EricHu33/Memoria/releases/tag/shader_mod_draft_0.51** ![342686537-c47af116-6d09-46a6-9831-1dbf004acdda](https://github.com/Albeoris/Memoria/assets/13420668/70634f1b-b7f5-4056-9426-b009b4acaa7f) Here's the current playable release for the shader. with toon/realsim shading and outline options. I push the changes to this PR's branch as well. I'll remove SSAO part...

Hello, the PR is clean up and ready to review. I've rewrote the whole PR description as well.

Moguri is about improve the textures. While AA aims to eliminate jagged edges around 3d models. No matter how high quality the texture is, it won't clean up the jagged...

In worst case, FXAA will preserved those line(so not much difference). In best case, FXAA can make those line less obvious. It depends on the setup of FXAA. And whether...

> I will not merge it for the time being, because the latest branch is 2.x, the data structure has been greatly changed, and there is a lot of redundancy...

You mean the blocky appearance? It's intended behaviour, the boss's mesh are simply too low poly and blocky. thus apply lighting will have this kind of apperance. While most character...

(I think some picture may explain it better than my poor English) Below is a little compare between low poly shading ball and high poly shading ball. Same lighting angle,...