Oi, o nome é "BO_fast_hair"
Imagem da tela de parametros: http://www.infinity-vision.de/semimr/bilder_volragen/hair_shader.JPG
Site do desenvolvedor: http://www.infinity-vision.de/semimr/semimr.html
Esse é o link para o shader: http://www.infinity-vision.de/semimr/bo_fast_hair.html
Como você vê, tem o seguinte código:
declare phenomenon color "BO_fast_Hair"
(
struct "d" {
scalar "Brightness", # default 0.62 (for FG, 0.0 without FG) min 0 max 1.0
color "Deckungsfarbe",
color "Ambience",
color "Ambient",
color "Diffuse",
color "Glossy",
scalar "Shiny_u",
scalar "Shiny_v",
color "Diffuse_hair",
color "Specular_hair",
scalar "Exponent_hair"
},
struct "r" {
integer "Samples",
color "Bright",
color "Dark",
scalar "Spread",
scalar "Max_distance",
boolean "Reflective",
integer "Output_mode",
boolean "Occlusion_in_alpha",
scalar "Falloff",
integer "ID_inclexcl",
integer "ID_nonself"
},
struct "a" {
integer "Mode",
array light "Lights"
}
)
shader "hair_shadow_mtl" "mib_amb_occlusion" (
"samples" = interface "r.Samples",
"bright" = interface "r.Bright",
"dark" = interface "r.Dark",
"spread" = interface "r.Spread",
"max_distance" = interface "r.Max_distance",
"reflective" = interface "r.Reflective",
"output_mode" = interface "r.Output_mode",
"occlusion_in_alpha" = interface "r.Occlusion_in_alpha",
"falloff" = interface "r.Falloff",
"id_inclexcl" = interface "r.ID_inclexcl",
"id_nonself" = interface "r.ID_nonself"
)
shader "ward_deriv_mtl" "mib_illum_ward_deriv" (
"ambience" = interface "d.Ambience",
"ambient" = interface "d.Ambient",
"diffuse" = interface "d.Diffuse",
"glossy" = interface "d.Glossy",
"shiny_u" = interface "d.Shiny_u",
"shiny_v" = interface "d.Shiny_v",
"mode" = interface "a.Light Selection Mode",
"lights" = interface "a.Lights"
)
shader "hair_mtl" "mib_illum_hair" (
"ambience" = interface "d.Ambience",
"ambient" = interface "d.Ambient",
"diffuse" = "hair_shadow_mtl",
"specular" = "ward_deriv_mtl",
"exponent" = interface "d.Exponent_hair",
"mode" = interface "a.Light Selection Mode",
"lights" = interface "a.Lights"
)
shader "output_staerke_mtl" "mib_color_mix" (
"num" 1,
"mode_0" 1,
"weight_0" = interface "d.Brightness",
"color_0" = interface "d.Deckungsfarbe",
"color_base" = "hair_mtl"
)
root = "output_staerke_mtl"
apply material, texture
gui "gui_BO_fast_Hair" {
control "Global" "Global" (
"category" "Illumination",
"uiName" "BO_fast_Hair",
"addApply" "illum",
)
control "d" "struct" ("uiName" "BO_fast_Hair V2")
{
control "Brightness" "scalar" ("nonConnectable","uiName" "FG off/on [0 without FG, 0.62 with FG]","value" 0,"range" 0 1)
control "Deckungsfarbe" "color" ("value" 0.0 0.0 0.0,"hidden")
control "Ambience" "color" ("uiName" "Ambience / Selbstleuchten","value" 0.0 0.0 0.0)
control "Ambient" "color" ("uiName" "Ambient / Schattenbereichsfarbe","value" 0.0 0.0 0.0)
control "Diffuse" "color" ("uiName" "Diffuse / Oberflächenfarbe","value" 0.7 0.7 0.7)
control "Glossy" "color" ("uiName" "Glossy / Highlights","value" 1 1 1)
control "Shiny_u" "scalar" ("nonConnectable","uiName" "Shiny U","value" 7)
control "Shiny_v" "scalar" ("nonConnectable","uiName" "Shiny V","value" 0.5)
control "Diffuse_hair" "color" ("hidden")
control "Specular_hair" "color" ("hidden")
control "Exponent_hair" "scalar" ("nonConnectable","uiName" "Exponent","value" 0,"range" 0 100)
}
control "r" "struct" ("uiName" "Hair self Shadow")
{
control "Samples" "integer" ("nonConnectable","uiName" "self shadow ao samples","value" 8,"range" 0 64)
control "Bright" "color" ("uiName" "self shadow color / Shatten Farbe","value" 1 1 1 1)
control "Dark" "color" ("value" 0 0 0,"hidden")
control "Spread" "scalar" ("value" 0.8,"hidden")
control "Max_distance" "scalar" ("value" 0,"hidden")
control "Reflective" "boolean" ("value" off,"hidden")
control "Output_mode" "integer" ("value" 0,"hidden")
control "Occlusion_in_alpha" "boolean" ("value" off,"hidden")
control "Falloff" "scalar" ("value" 1,"hidden")
control "ID_inclexcl" "integer" ("value" 0,"hidden")
control "ID_nonself" "integer" ("value" 0,"hidden")
}
control "a" "struct" ("uiName" "Licht")
{
control "Mode" "integer" ("nonConnectable", "uiName" "Lights -> all=0 include=1 exclude=2", "value" 0)
control "Lights" "array light" ("uiName" "Lights")
}
}
end declare
Você precisa copiar esse código no bloco de notas, e salvar como BO_fast_hair.mi... daí coloca na pasta de shaders. Não sei como não tem esse shader pra baixa aqui na 3d1 ainda... rsrs
Abraço.