HgShadow
Harigane- shadow
MMM Compatible
Last updated: 27/07/2014
HgShadow generates high quality shadows utilizing CFSUSM or CLSPSM.

Click the image above to see it in full
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Tutorial
1. Go to 'accessory manipulation' and click 'load'.
2. Select 'HgShadow.x' and click 'OK'. Ensure that HgShadow is as far top on the accessory draw order as possible.
3. Go to 'MMEffect' and select 'Effect Mapping'.
4. In this new window, select the models that you wish to apply the effect to, and click 'Set Effect'.
5. Select 'full_HgShadow.fx' and click 'Open'.
6. Click 'Apply' then 'OK'.
Accessory Parameter Values
-X, Y, and Z: Adjusts the center coordinates of the shadow map. The further away an object is from the center coordinates, the lower quality the shadows will become.
-Rx: Adjusts the density of the shadows. By default, it is set to +1; setting this value to -1 will disable the shadows.
-Ry: When using CFSUSM, adjusts the ratio of the shadow map when it is split for foreground-background. Using a range of -1.00 to +1.00, a negative value increases the precision of shadow generation in the foreground, whereas a positive value increases the precision in the background. When using CLSPSM, this value adjusts the overlap amount of nearby shadows. Using a range of -1.00 to +1.00, a positive value increases the amount of overlap.
-Rz: When using CFSUSM, this value adjusts the background distance in which the shadows will be generated. Increasing this value will allow objects from very far away to generate shadows. When using CLSPSM, this value adjusts the perspective of the shadow map using LSPSM. Using a range of -1.00 to +1.00, a positive number will make the perspective weaker, whereas a negative number will make the perspective stronger.
-Si: Adjusts the blur strength of the shadows.
-Tr: Adjusts the blur strength of the shadows as an object moves far away.
Tips
-HgShadow has built-in compatibility support with HariganeP's VolumeShadow.
-This effect uses one of two known methods to generate the shadows: CFSUSM (Cascaded Fixation Space Uniform Shadow Maps) and CLSPSM (Cascaded Light Space Perspective Shadow Maps).