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Manual/Images_jpg/UTS2_TopImage06.gif

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README.md

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For this purpose, UTS2 also has 2 options for creating fixed shadows necessary to the design: the **Position Map**, which assigns a set casting point to each shadow, and the **Shading Grade Map**, which can adjust shadow intensity based on the lighting.
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[![](https://img.youtube.com/vi/vEVx5xOMWG4/0.jpg)](https://www.youtube.com/watch?v=vEVx5xOMWG4)
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<img width = "350" src="Manual/Images_jpg/UTS2_TopImage06.gif">
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Finally, several techniques have been implemented to beautifully display characters in a variety of lighting environments, thanks to recent feedback from VRChat users.
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage06_00.jpg">
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage06_01.jpg">
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage07_00.jpg">
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage07_01.jpg">
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## 【Users' Manual】

README_ja.md

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これらデザイン上必要となる固定影の配置も、各影色ごとに発生する位置を設定できる「**ポジションマップ**」と、ライティングによって影の出やすさを変えることのできる「**シェーディンググレードマップ**」の、2つの手法が選べます。
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[![](https://img.youtube.com/vi/vEVx5xOMWG4/0.jpg)](https://www.youtube.com/watch?v=vEVx5xOMWG4)
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<img width = "350" src="Manual/Images_jpg/UTS2_TopImage06.gif">
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また昨今のVRChatでのユーザーの声を反映し、様々なライティング設定の環境下でも、キャラクターが美しく表現されるように様々な工夫が実装されています。
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage06_00.jpg">
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage06_01.jpg">
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage07_00.jpg">
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<img width = "800" src="Manual/Images_jpg/UTS2_TopImage07_01.jpg">
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## 【ユーザーマニュアル】

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