Image-based lighting based on RGBT encode.Approximation atmospheric fog and sky scattering.Volumetric fog (cube and sphere fog support).Volumetric light (point, spot and ies light source support).Omni light shadow support based on dual-paraboloid project.IES light profiles (point and spot light support).Multiple light sources (Point, spot, sun, reactangle, disk, sphere, tube, ies).Cook-Torrance microfacet specular BRDF (GGX) and burley diffuse BRDF.Approximation subsurface scattering materials.Anisotropic material to simulate a specular reflection.Cloth material with cloth-DFG to simulate a specular reflection.Clear coat material with absorption to simulate a second layer. Physically-Based Material: albedo, metallic, smoothness/roughness, specular/reflectance, emissive, etc.Direct3D 9 With Shader Model 3.0 (ps_3_0).MikuMikuDance - 926ver (圆4) (Without Anti-Aliasing).
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