Shadow-map for all geometry thats overlaid on white and composited. We make a good effort to keep our advertisements as friendly and unobtrusive as possible. Prices and visitors' opinions on dishes. (1 technique/s), material stylized classic DirectX10 textured, Slice an object along any arbitrary plane. Wires are aligned to world coordinates in this sample. For use in backgrounds, or to cut "holes" through other objects. The shader was created using the Amplify Shader Editor from the Asset Store. (1 technique/s), Convert the current scene to monochrome with "sepia" toning (1 technique/s), 3D meshcage effect, created by procedural texturing. Unity-Chan Toon Shader 2.0 (UTS2) is a toon shader for images and video that is designed to meet the. (1 technique/s), A "godrays" effect done as a single pass. The colors are animatable and the interpolation of the gradient occurs in HSV color space, rather than RB, to provide more-consistent luminance changes (1 technique/s), Clear screen to a flat color. Setting "glossDrop" to 1.0 nullifies the effect. (1 technique/s), A sort of defered toon shading, which renders the light-dark transition as a soft, rounded line. This technique inspired by a method used in Studio Ghibli's "Howl's Moving Castle." Since Unity 5 there is an alternative to this approach using CommandBuffers. Doppelgnger creating Shaders for VRChat Models & Worlds Doppelgnger Select a membership level Supporter $1 / month Join Just small help! A tag already exists with the provided branch name. The initial data driving this shading model came from Ford Motor Company, which directly measured "Mystique" and other lustrous car paints in their lab. Radial blur effect. This example uses two textures for the same surface and modulates between them for the light/dark lighting transitions, rather than ramping-off to black. Draw with the left mouse button. (1 technique/s), Render-to-Texture (RTT) glow example. Description Nice metalish shader Uploaded by Royemans 1-08-2021, 22:18 Add comment Information Cannot retrieve contributors at this time. Audio. (2 technique/s), Kuwahara edge enhancement is a staple of image processing. Templates. (2 technique/s), material animation image processing DirectX10 textured, An .FX Paint Program. Some of Durer's most famous drawings were made in two colors of ink on medium-colored paper. As a member, you receive exclusive content, community access, behind-the-scenes updates, and the pride of fueling work that matters to you. To a man, they were unfailingly courteous and polite. A tag already exists with the provided branch name. (1 technique/s), Just Show Me The Texture - No Lighting! Blur is done in two separable passes. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Sale. Great for any model that needs that "feeling of softness." I remember seeing information regarding Disney shaders before you released the Principled Shader but I'm not sure if it's the same as that link mentions it's for RIS rendering (which is Renderman right? Textured & untextured versions. A tag already exists with the provided branch name. See the original paper at, A simple defered-rendering example. Amazing inflating teapots! Use a noise texture to distort the render target, creating an appearance not unlike seeing through rippled glass, Desaturate the color in the current scene. Resizing the window will mess up your drawing. The falloff will occur in the highlight range [glossBot-glossTop] and the amount of falloff is specified by "glossDrop." #define USER_COLORS if you want to use parameters instead of the fixed macro colors. Sell Assets. Textured/Untextured versions are supplied Do not let your kids play with this shader, you will not get your computer back for a while. Order: Added order options for bars / vignette. For best results,use a card capable of FP-pixel texture support. 123/shaders.txt Go to file Go to fileT Go to lineL Copy path Copy permalink This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. (1 technique/s), 3D Checker showing anti-aliasing using ddx/ddy. An imaging effect that looked like viewing through ice-frosted glass. Principled_Warning.jpg (21.9KB). Works without Amplify Shader Editor. A matte, lambert surface lit from either a point or directional source (You can attach either a point light OR a directional source to it). The leather straps are shinier than the leather body of the box, however they have a low Metallic value, so it appears to be a shiny non-metal surface. Simple color correction controls using a color matrix, as seen in the NVIDIA "Toys" demo. // Albedo comes from a texture tinted by color, //might need to change later on to use alpha (gloss channel in Spec map), //o.Smoothness = lerp(o.smoothness, spec.a, glossiness). VFX. A grabpass shader is a shader that renders a texture or effect over a players camera while in the object the shader is on, these shaders DO NOT go on your model, but on an shape, usually a sphere around your model. Find this & more VFX Shaders on the Unity Asset Store. Anyone have the (Doppels shadersMetallicFX v5.0) shader? Different techniques provide gradients against each of the R, G, B channels or against an overall grayscale. Based on a radal blur effect, then with the origin image re-composited. By default, with no texture assigned, the Metallic and Smoothness parameters are controlled by a slider each. A plastic "balloon" surface (lit from either a point or directional source). Disentigrate shader Attachments: A simplified UV-space-diffusion effect for use on character skin. A simple diffuse example that shows some texture positioning capabilities. (1 technique/s), This effect is intended to look like pen crosshatching -- it was inspired by the British Museums Durer exhibit of 2003. (2 technique/s), Make a 3D volume of color by intersecting a projected rgb texture by its own alpha, where the alpha is projected at right angles. Applications. The technique is described in "GPU Gems" in the section on color control. (1 technique/s), Toony stuff. Two textures are interpolated over the surface, and their product results in the final specular BDRF. Configurable UI - Grabpass a UI set up shader with 9 texture slots that can all be completely adjusted placement wise, textures for this should be 1920 x 1080 black backgrounds with white ui elements in the rough places you want them on screen, any texture slots you dont need keep filled with a full black texture. A surface using classic "phong" shading, i.e., the lit() function. This result is PURELY numeric, so slower than using texture-based AA. And when all was done, the only evidence they were there was a GREAT looking roof. Render-to-Texture (RTT) Halo example. The technique is described in "GPU Gems" in the section on color control. Draw with the left mouse button. Luckily, you can use these shaders without this asset. This texture can be loaded from disk, or dynamically created on the spot by DirectX9 using the HLSL virtual machine and setting the macro "PROCEDURAL_TEXTURE". (1 technique/s), A simple way to view 1D Textures (e.g., color ramps) as a 2D graph This is an imaging shader, all geometry is ignored (1 technique/s), material animation vertex DirectX10 textured, Simple sinusoidal vertex animation on a phong-shaded plastic surface. (1 technique/s), A noisy halftoning pattern, based on noisy pre-calculated an indexed out of a 3D volume texture. The colors are animatable and the interpolation of the gradient occurs in HSV color space, rather than RB, to provide more-consistent luminance changes. Full-screen render-to-texture (RTT) example, adding a 2D dropshadow to the (possibly 3D) scene. This shader is intended for use with COLLADA-Cg TO USE: add this effect in FXComposer. The highlight is done in VERTEX shading -- not as a texture. Main texture that is, -Warping the mesh based on these waveforms, Mesh warping based on a scrollable Noise texture, Fur tessalation (just intensifies the tessalation). This shader assumes the input model is a multi-segment unit square in XY with center at the origin. (1 technique/s), material classic dirpos DirectX10 textured, A phong-shaded plastic-style surface lit from either a point or directional source. Uses Tesselation and rotation to create a fur look, Grabpass a few screenspace effects in one shader, Aura Dissolve - Geometry A matte, lambert surface lit from either a point or directional source (You can attach either a point light OR a directional source to it). $Date: 2008/06/25 $ (1 technique/s), material pattern virtual machine DirectX10 textured, 3D Checkerboard effect, created by procedural texturing. This shader is intended for use with COLLADA-Cg TO USE: add this effect in FXComposer (1 technique/s), For use in backgrounds, or to cut "holes" through other objects. Supporter role in discord! Here is a quick and dirty setup to get opacity on a principled shader. See this blog entry for more detail. HOW TO USE UVDETECTIVE: (1) Look for regions where desired texture reso is dominant. This postprocess uses the values rendered by the previous part of the scene, and re-interprets their values as a 2D displacement map, which it applies to another image. Cleanup was continuous; the end of each day found my property clean and tidy. https://blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/, _CommandBufferRefractionCheaper.unity.meta, Command Buffer based Refraction shaders for Unity, RefractionWithCommandBufferCheaper.shader. Disclaimer: I'm no expert in Shader/Graphics Programming, I just felt the urge to contribute and help others. Analytic anti-aliasing against an arbitrary function -- in this case pulsing 3D sine waves. (4 technique/s), Key based on the RGB-space distance from a specified color (1 technique/s), A full-screen glow effect using multiple passes (1 technique/s), Render-to-Texture (RTT) glow example - glow is overlaid on top of the current scene. A simple combination of vertex and pixel shaders with velvety edge effects. Glossiness is controlled not only by the usual power function, but also by applying a set of gloss controls that cause a sharp falloff across a specified range. Shading via multitexture. An image effect that's intended to look like the movie-film printing effect called "bleach bypass," where a normal step of processing is skipped to cause unique color- and contrast effects. To see a purely analytic alternative that gives good anti-aliasing at all scales, see "checker3d_math.fx" As an "extra," the check pattern is also applied to the specular value, to make the variation between materials stronger. By setting the appropriate #define values and recompiling, these shaders also support "Advanced" blend modes like those found in the layers of Adobe Photoshop (TM). 2D. All Rights Reserved. They are: Relief Mapping, Parallax Mapping, Normal Mapping, and Relief Mapping with Shadows. Texture is pre-calculated by HLSL. (1 technique/s), A simplified UV-space-diffusion effect for use on character skin. Includes Discord benefits Tier 0 $5 / month Access to previous month update for Dope Shader (Post Processing Shader) Access to patrons-only text channel in discord Preventative maintenance, precise repair work, roof restoration utilizing silicone coatings, recovers, and replacements. This is a collection of shaders for use in MikuMikuDance that give characters a metallic look. When working in the Metallic workflow (as opposed to the Specular workflow), the reflectivity and light response of the surface are modified by the Metallic level and the Smoothness level. all other options should be default. Learn more about bidirectional Unicode characters, Herpu/Screenshake and Blur(valueshift)(now featuring: cancer), Effects/Explosions/Particles/Alpha Blended Light, Effects/Explosions/Particles/GlowAdditive, GAPH Custom Shader/Integrated Particle/Integrated Particle (ValueControl), Doppels shaders/MetallicFX v5.0MediumRender, Doppels shaders/ScreenFX/Dope Shader SuckMyDickDoppel, Doppels shaders/MetallicFX v5.0OverRender, Ciconia Studio/Double Sided/Emissive/Diffuse, Doppels shaders/ScreenFX/Dope Shader Corpse, Doppels shaders/Distortion Wave 3D Sphere mesh, Leviant's Shaders/ScreenSpace Ubershader v2.7.3, Doppels shaders/MetallicFXOverRenderByNath, 9874654876468d46as5d46as5d7a98we7a84d65as468w7e9q6as8d6s4d5as4d5as6da4s6546a8ew76a8w4e687eq89e7, hdjegbhuaj276312378632785678324547354t2egdy, swisscheeseistasty99999999999/swisscheeseistasty99999999999. Thanks for your help, it's most appreciated as this opens up a lot of customisation that I was wary of trying before. bgolus, Mar 1, 2017 #2 (You must log in or sign up to reply here.) Sure Shield Roofing has established itself as an experienced, reliable and affordable roofing contractor serving all the areas of the lower mainland. --https://streamable.com/99npv, Night Vision - With and Without Camera Versions More infoSee in Glossary colours in the areas of the buckles and zips, and darker values for the fabric. A customizable black hole shader that fits most mesh types. Essentials. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Cancel. Completely shaderless! It's a bit of a bugbear of mine, I don't need to be spending hours pushing and pulling sliders trying to get a shader to look right. Useful for kinds of ceramic glazing. Textured, untextured, quadratic falloff or not (4 technique/s), This surface is DULL. (1 technique/s), image processing animation DirectX10 textured, Put a texture behind the current scene (1 technique/s), Reduce color space - each RGB channel will be reduced to no more than "nColors" tones (1 technique/s), Renders the scene to an offscreen texture then re-renders it to the screen, with pulsing, changing, on-screen texture coordinates. A lot of the properties are tweaked by using sliders. For more information, please see the "Percentage-Closer Soft Shadows" talk from GDC 2005. (4 technique/s), Just pass image through as monochrome -- multiply it by the relative intensities defined by the parameters "Red," Green," and "Blue." Make sure the input texture has alpha! AfterImage shader - Grabpass Copyright 2021 Unity Technologies. Glow/bloom post processing effect -- for "bloom," only the brightest areas are affected. You signed in with another tab or window. To achieve this effect in Unity the classical approach is to use a GrabPass in your shader & blur several instances of the same screen based texture. Be sure that your object UV coordinates fit within the range 0-1 and have no repeats or overlaps. "Toksvig-factor" anti-aliased bump mapping -- eliminate "buzzy" hilights along bump edges. Set the "Rolloff" angle to the cosine of the angle used for additional lighting "wraparound" -- the diffuse effect propogates based on the angle of LightDirection versus SurfaceNormal. The way I do it is to not unlock the original asset at all but make my own copy first with the Operator Type Manager and put either in my sandbox directory (any directory that you do test stuff in or desktop which is the new /tmp. b) Modify the Principled Shader to include Opacity Maps. It includes 30 fabric colors and 20 metallic colors. Two kinds of edge detection combined: normals and depth edge detection, resulting in clean predictable lines. We knew of Duane so gave him a call too. (1 technique/s), Full-screen render-to-texture (RTT) example, adding a 2D dropshadow to the (possibly 3D) scene. Collection of shaders i've made with documentation to explain some of the effects with videos. Find this & more VFX Shaders on the Unity Asset Store. To see the effect. A surface using classic "gooch" shading, popular in CAD. Shading via multitexture. (3 technique/s), Pure Bump-mapped Reflection in DirectX9 (1 technique/s), lighting texture animation DirectX10 textured, Bumpy, fresnel-shiny, plastic/dielectric, textured, with two quadratic-falloff point lights (1 technique/s), Depth as color - the values Hither' and 'Yon' (Near and Far) must be set explicitly. Simple sinusoidal vertex animation on a phong-shaded plastic surface. In the sample image, an orange tone was chosen -- skin tones are reddish and those have migrated towards the orange guide, while colors near blue (complement of orange) have become bluer. Simple edge lighting effect -- the color of the surface shifts when viewed on-edge. A look typical of 1960s "op-art" optical printing. You signed in with another tab or window. VFX. Combines two different methods of edge detection to make a more-robust line drawing. (1 technique/s), Same as "scene_edgeDetect," but with the kernel values "hand-cooked" for efficiency (1 technique/s), Detect image edges in the current scene. (1 technique/s), This is much like a Photoshop(tm) "color mixer" layer -- the intensities of each input red, green, and blue channels are graded against the colors indicated in the paramter list, then remixed. If you have any complaints or ideas please let us know, and please whitelist our site to show your support. Instead, the Metallic levels for the material are controlled by the values in the Red channel of the texture, and the Smoothness levels for the material are controlled by the Alpha channel of the texture. Find related and similar companies as well as employees by title and much more. Sure Shield Roofing has established itself as an experienced, reliable and affordable roofing contractor serving all the areas of the lower mainland. The "subColor" represents the tinting acquired by light diffused below the surface. Textured, untextured, quadratic falloff or not, This surface is DULL. Blurs are done in two separable passes. Excellent work! (2 technique/s), "Grisaille" is a style of drawing based on a style of sculture relief where the figures are "flattened" against a larger flat surface. The "rolloff" parameter can be used to bias values toward the front or back. This result is PURELY numeric, so slower than using texture-based AA. 2D. Add-Ons. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Create a negative image of the underlying scene. Blur is done in two separable passes. #define USER_COLORS if you want to use parameters instead of the fixed macro colors. (1 technique/s), HLSL noise implementation for an animated vertex program. $Date: 2008/06/25 $. --https://streamable.com/m05lx, Invis Fade A simple defered-rendering example -- an initial pass renders color, surface normals, and view vectors into multiple render targets (textures). All avatars, models, and unity content are available as unity package files. ), I believe you have to enable the RenderMan option in the Houdini > Preferences > Rendering to see the PRMan nodes, Okay, I don't use Renderman so I'll just stick with the Principled shader. (1 technique/s), A simple defered-rendering example -- an initial pass renders color, surface normals, and view vectors into multiple render targets (textures). Kinda related and you guys probably knew about this already, but just in case you didn't, Thanks for the link, unfortunately I'm still fairly new to Houdini so I don't understand the relation. Simplistic, but useful as an input render style for many scene-level render (and defered-render) techniques. Four techniques are provided: permutations of textured/untextured and quadratic-falloff/constant lighting. This is based on Ken Perlins original code: Similar to the classic "RenderMan Companion" wood shader, though for realtime performance we use a noise texture rather than calls to a numeric noise() function. All the shaders in this library are provided free of charge for use in derivative works, whether academic, commercial, or personal (Full License). A noisy halftoning pattern, based on noisy pre-calculated an indexed out of a 3D volume texture. Thank you very much, I appreciate the help. See heres (1 technique/s), image processing virtual machine DirectX10 textured, Ignore selection geometry, but use its orientation to rotate the colors of a texture mapped to a full-screen quad. A phong-shaded plastic-style surface lit from either a point or directional source. To see a purely analytic alternative that gives good anti-aliasing at all scales, see "checker3d_math.fx" As an "extra," the check pattern is also applied to the specular value, to make the variation between materials stronger. With a wide range of shaders including skin, natural effects, metals, post processing effects, and much more, the NVIDIA Shader Library exists to help developers easily find and integrate great shaders into their projects. Sometimes this message can be caused by VPNs or other ad block technology, feel free to hide this message below. The light and shadow here are unwrapped into a UV-space texture, diffused in surface coordinates and re-applied to the geometry in 3D, mixed with yet more 3D lighting to give both the crisp "immediacy" of the skin surface along with the soft, subsurface-diffused tones of skin's natural translucence. Cart. Cool to create glass like materials. It works best on a simple planar card, but go ahead and experiment with all sorts of geometry. A "godrays" effect done as a single pass. The buckle now has a high metallic value and responds to light accordingly. Metallic.jpg (54.9KB), Attachments: Two Techniques are provided -- one clips the colors that go outside the specified range between Min and Max, while the other stretches or compresses the total color space to conform to the indicated range. To review, open the file in an editor that reveals hidden Unicode characters. Textured & untextured versions. All the shaders in this library are provided free of charge for use in derivative works, whether academic, commercial, or . Twiddle the "inflate" parameter to change the shape. Cancel. Seven shaders included; from left to right: Metal Cap (Super Mario 64), Crystal, Chrome, Gold (Sharp), Metal Box (Super Smash Bros. Melee), Gold (Smooth) and Pearl. Note that you might not see much effect on any channel except K' if you apply this effect to a gray object. This effect allows the user to tweak the "flatness" of the shading against the surface of the screen, as if the 3D scene were carved in (animating) relief. The light and shadow here are unwrapped into a UV-space texture, diffused in surface coordinates and re-applied to the geometry in 3D, mixed with yet more 3D lighting to give both the crisp "immediacy" of the skin surface along with the soft, subsurface-diffused tones of skin's natural translucence. (1 technique/s), material animation environment bumpmap DirectX10 textured, Simple ocean shader with animated bump map and geometric waves Based partly on "Effective Water Simulation From Physical Models", GPU Gems (1 technique/s), A simple diffuse example that shows some texture positioning capabilities. Doppels shaders vrchat doppels shaders vrchat. https://www.dropbox.com/s/lmttb97m38rji3w/Bender%27s%20Shader%20Collection%20v3%20-%20Final.unitypackage?dl=0. Doppelganger shader VRModels - 3D Models for VR / AR and CG projects Home Other Shaders Doppelganger shader Model info Content type: Shaders Full body: No Nsfw: No Views: 14 984 Doppelganger shader To download the model, you need to log in . Typical set of blend modes -- overlay a file texture. Color ramp textures can be easily generated by Photoshop and the PS "Curves" command. Pixel size depends on your screen resolution. Add depth to your next project with Advanced Metallic Paint Shader from Sidma SPRL. Audio. Try painting some of your own! You can create expressions that melt and disappear. UV-space lighting diffusion, as pioneered by George Borshukov in the "Matrix" films. Certain texture slots support fading and increasing or decreasing opacity. They have just completed the task of putting a new roof on my very old, very high, very steep roof. A phong-shaded plastic-style surface lit from a directional source. . The leather straps, the metal buckles, the sticker and the handle should all appear to have different surface properties. (1 technique/s), A simple combination of vertex and pixel shaders with velvety edge effects. (1 technique/s), 2-pass blurring directionally -- the two passes are completely separated, resulting in a "star" pattern (1 technique/s), Degrade image into a set of mock "3D-looking" tiles (1 technique/s), Classic Unsharp Mask Sharpening (1 technique/s), 2D "lighting" effects -- with or without bump. Note use of 16-bit textures (g16r16) for precision with performance A description of the technique can be found at, Create a transparent "envelope" around any existing model. a UI set up shader with 9 texture slots that can all be completely adjusted placement wise, textures for this should be 1920 x 1080 black backgrounds with white ui elements in the rough places you want them on screen, any texture slots you dont need keep filled with a full black texture. Then apply "Numbers.dds" as a stream of number textures to create an apparent numeric ocunter, driven by the vertex shader. StandardDissolveShader. (38 technique/s), A surface using classic "phong" shading, i.e., the lit() function (1 technique/s), Perceptually-correct soft shadows. Shader edited. http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.pdf, http://archive.sidefx.com/docs/houdini15.5/nodes/vop/pxrdisney. This effect is easy to apply to existing models without requiring any new art assets. This version allows you to specifiy an arbitrary number of samples. Day/Night Earth Shader -- Apply to a Sphere! Houdini_Metallic.zip (221.3KB) A tag already exists with the provided branch name. Some of Durer's most famous drawings were made in two colors of ink on medium-colored paper. Plastic-style shading with quadratic light falloff. This site is not associated with VRChat Inc in any way. Toony stuff. (1 technique/s), Brick pattern, with controls, using texture-based patterning. Brush strokes will change in size and opacity over time, set "FadeTime" to a high value for more even (though less expressive) strokes. The subdomain fileshare.herrenknecht.com is a domain that exists under the herrenknecht.com domain name, which is governed by the generic top-level domain .com. Just Show Me The Texture - No Lighting! Set the "Rolloff" angle to the cosine of the angle used for additional lighting "wraparound" -- the diffuse effect propogates based on the angle of LightDirection versus SurfaceNormal. Sample video ( http. Slicing is across the Z axis of an attachable (spot)light xform. To clear screen, just make the brush big and paint everything. (1 technique/s), Very similar to "post_frost" but faster at the expense of some sampling choices. The "subColor" represents the tinting acquired by light diffused below the surface. Depth as color - the values Hither' and 'Yon' (Near and Far) must be set explicitly. (4 technique/s), Shadow-map for all geometry thats overlaid on white and composited. Reflectivity, Distortion, Emission contribution and a lot of other things can be tweaked. (2 technique/s), Render-to-Texture (RTT) glow example. move an object around in XYZ space and it will move in and out of the "nebula" colors. We called around a few places to get someprice for the roof. This is somewhat similar to the Adobe Photoshop (tm) "Lighting" effect. My 2nd Animation I have ever made with Doppels Shader Vrchat animationtrying something newmodel created by me [ JayGamer Hentai model ]song Like it made simp. For a fast texture-based version, see "checker3d.fx" (1 technique/s), A surface using "blinn" shading, which is especially appropriate for some metal finishes and sometimes even for materials like skin. (This means the Green and Blue channels are ignored). Textured, untextured, quadratic falloff or not (4 technique/s), material debug virtual machine DirectX10 textured, A phong-shaded plastic-style surface lit from a point source. Color ramp textures can be easily generated by Photoshop and the PS "Curves" command. Convert the current scene to monochrome with "sepia" toning, 3D meshcage effect, created by procedural texturing. The Surface Model seems to be a general shader that users can umm pretty much break! If you would like to submit a shader, please read our Shader Submission Guidelines. (1 technique/s), UV-space lighting diffusion, as pioneered by George Borshukov in the "Matrix" films. Put a color ramp behind the current scene, Put a 3D texture *behind* the current scene, Place a gradient background into the scene. (1 technique/s), Gooch shading w/glossy hilight in HLSL ps_2 pixel shader. It distorts this unit square into a disk-like "ring" for use in sword battles etc. Cannot retrieve contributors at this time 971 lines (971 sloc) 16.6 KB Raw Blame For a fast texture-based version, see "checker3d.fx". Slicing is across the Z axis of an attachable (spot)light xform. This shader further-extends the techniques from "scene_uvd_skin" and "scene_uv_diffusion" by adding shadows.