>>1792849It's a high end shader, so if you did what the thing said and it didn't work then you probably don't have a card that supports shader model 3.0 or something.
>>1792812>First, the shadows only render at certain camera anglesYou need to mess with lighting direction there. This is kind of hard to explain but basically there's a cutoff point you can set for shadow rendering in MMD for optimization purposes. The smap is parsed out essentially and shorter values will render shadows only within a certain range but they'll be a little higher quality.
>and there's this weird polygon-like shadow that changes shape depending on the camera angleI'm not sure what to tell you there. I don't have this issue myself but there could be a strange aspect of the lighting angle or something.
>Are there any anti-aliasing options in NCHL shader? My GPU seemed to be fine rendering with anti-aliasing until using NCHL.I use anti-aliasing just fine. I'm not sure what the problem is over there. If you can't get it to work at all then just try upscaling the resolution in MMD and downscaling it again like I mentioned before to get rid of aliasing, assuming your comp can handle it.
>What's controlling the background color? I've tried messing with the .x controllers but I think I've only managed to figure out the settings for the floor. The "black background" option isn't checked under "background."The sample file you load has a default gradient floor thing that you can remove, but along with the standard light RGB sliders there's the Lighting controllers in the accessories section like soft light, ambient light controller and stuff. It's pretty hard to acclimate to them especially with the nonsensical MME format of XYZ coordinates, but trial and error will help you. It's usually just RGB formatting left to right anyways.