Blender-miHoYo-Shaders - Shaders for Blender attempting to replicate the shading of games developed by miHoYo

Overview

miHoYo Shaders for Blender 3.0 and above

Preview

Preview

preview.mp4
preview.mp4

Usage

  1. Download a release here.
  2. In a new project with your desired character mesh, append whatever materials the .blend file you downloaded will contain.
  3. Replace the original materials of the mesh with the materials from the .blend file you just appended.
  4. Use this script to import your textures.
  5. Constrain the empty object named Head Driver to the head bone of your character with a Child Of constraint.
  6. In the Global Material Properties panel, you may wonder what the Body Y and Hair Y values are supposed to be - those correspond to the ramp textures. Refer to this little infographic I made.
  7. I'll be making a video guide soon. If anyone wants to help out, that'd be appreciated.

Milestones

These shaders aren't meant to be 100% accurate - in fact they will most likely never be until someone blesses us with the decompiled shader code. Until then, what I only aim for is to replicate the in-game looks to the best of my ability.

Genshin Impact

  • Ramp texture implementation (done thanks to Manashiku)
  • Face shading
  • Metallic matcap function
  • Specular function (done with some inspiration from Aerthas' ArcSys shader)
  • Custom light/shadow settings for creative freedom
  • Stable release
  • Constant width rim lighting (until Blender implements real-time compositing/screen shaders, I don't see this feature happening anytime soon, for now have a simple NdotV rim light)
  • Constant width outlines (it's actually possible with Geometry Nodes, but it's far too non-intuitive for the average user to set up, waiting for Blender to implement actual vertex shaders)
  • Outline material

Honkai: Star Rail

  • Ramp texture implementation (done thanks to Manashiku)
  • Face shading
  • Specular function (done with some inspiration from Aerthas' ArcSys shader)
  • Custom light/shadow settings for creative freedom
  • Stable release
  • Constant width rim lighting (see above)
  • Constant width outlines (see above)
  • Outline material

Honkai Impact 3rd

  • Learn how to datamine assets from the game LOL someone please make a tool

Support

Rules

  • The GPL-3.0 License applies.
  • If you use this shader in your project (renders, animations), I'd appreciate being credited - you don't have to do it though.
  • If you use this shader as your main reference for your own shader, please give credit where its due.
  • Please don't redistribute the files, I'd appreciate it more if you linked this GitHub repo instead ^^

Special thanks

This wouldn't be possible if it weren't for ArcSys, Aerthas Veras, Manashiku, the folks over at 知乎专栏 and many more I simply can't cite who choose to share their knowledge and open-source their own shaders. For that, I'd like to give back to the community with what I've learned. A huge thanks to Zekium from Discord as well for contributing the script to automate the importing of textures. With that said, I hope you learn a thing or two. Enjoy!

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Comments
  • feat: Add Setup Wizard (Initial Release)

    feat: Add Setup Wizard (Initial Release)

    Initial Release/Beta Test for the Setup Wizard Tool

    • Added a Setup Wizard Tool (a handful of new setup scripts) to help streamline the import character process
    • Please read the README.md to get a quick understanding of the Setup Wizard Tool
    • I can explain the design and components (in more detail) for this tool to any reviewers

    Open to any and all feedback, suggestions, comments, etc.

    ~~(I realize there are print statements littered here and there...I can clean them up or we can keep them in case we need to troubleshoot issues down the line)~~ Debug print statements should be mostly cleaned up

    Design

    The idea behind the design of this tool is to make it easy to add new components (steps) without breaking other components (steps). We can do this by decoupling each component and making them call a common module (import_order.py) which acts as an invoker that invokes the next step in the process.

    The decoupling of the components also allows us to easily re-arrange steps in the workflow as needed (see config.json). It also makes each component have a single responsibility and reduces the chances that changes in one component will impact another component.

    Flow goes clockwise in diagram:

    1. genshin_setup_wizard
    2. import_order
    3. genshin_import_materials
    4. import_order
    5. genshin_import_charcter_model
    6. import_order

    . . . (and so on)

    (Crude Design Diagram of Setup Wizard Tool flow, a few new components have been added since this diagram was created) crude_design_diagram

    opened by michael-gh1 2
  • The third epic rewrite

    The third epic rewrite

    I think I've finally learned enough programming to tell you all that right now, the Blender shader is incredibly spaghetti and horribly thought out. This third full rewrite should hopefully improve how the shader is structured.

    Some major changes I'll be making:

    • Face shading and main (body/hair) shading will now be merged in one nodegroup. Having the two different shaders in two separate nodegroups is incredibly painful to maintain. I have no idea why I made this decision and hopefully I've learned enough not to make the same mistakes.
    • Taking off the ability to use environment lighting. Genshin's shader was never meant to take in environment lighting. The characters are meant to be lit with one directional light especially for the face shading. As to why I'm removing it, it's just really dumb in my view and adds unnecessary options for the user. Unfortunately, Blender doesn't let us call any form of a shadow pass in the fragment shader. Maybe I can do that with Goo Engine leading us to the next change....
    • We're switching over to Goo Engine. I hope any of you don't use Cycles. Goo Engine has a lot of NPR features that will be incredibly useful for many of us. I'm specifically migrating the shader to it for the depth-based rim lighting.
    • Adding other outputs for custom render passes/AOV passes. If you play around with compositing in Photoshop and similar software, then you're gonna love this change. I plan to rewrite the shader in such a way that it will be very intuitive to integrate with compositing. Some custom output sockets include the lit factor, the emission factor, and maybe more?

    That's pretty much it. I don't know when or if I'll even do this but I wanted to let those people actively using this shader know that huge changes are eventually coming and I hope this future update makes the shader easier for everyone to use. Honestly, I don't even know how this project got to 400 stars. I'm really thankful for the people using it and I'm very sorry that I've been neglecting this project. To be frank I have started hating visual scripting and nodes as a whole (lol), something about looking at them just discourages me and I don't know why. Blender, please add GLSL support owo

    enhancement to do 
    opened by festivize 0
Releases(genshin-v0.8)
Owner
Matsuri
A little festive.
Matsuri
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