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Shaders for Blender attempting to replicate the shading of games developed by miHoYo. These are for datamined assets, not custom-made ones nor the MMD variants.

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tommyZZM-archives/Blender-miHoYo-Shaders

 
 

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miHoYo Shaders for Blender 3.3 and above

Preview (heavily post-processed, will include raw previews soon)

Preview

Preview

Tutorial/Overview made by No_Tables (thank you!)

Tutorial by No_Tables

Usage

  1. Either download a release here, or download from the source for the latest commit.
  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. You can either use this script to import your textures, or just import them all one-by-one.
  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. A tutorial made by No_Tables showcases the actual shader without any post-processing, and provides an overview as well.
  8. A Blender add-on has been made in an attempt to automate the set-up of the character shading. Feel free to check it out!

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
  • Custom light/shadow settings for creative freedom
  • Stable release
  • Constant width rim lighting (I've made a setup based on Ben Ayers' nodes with some improvements, however as this is nowhere near to how the game even does it, I'll be leaving this unticked for now)
  • Constant width outlines (currently experimental for Geometry Nodes)
  • Outline material

Honkai: Star Rail

  • Ramp texture implementation (done thanks to Manashiku)
  • Face shading
  • Specular function
  • 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

Contact

Rules

  • The GPL-3.0 License applies.
  • If you use this shader as is in renders, animations or any form of medium that does not directly modify the shader, I'd appreciate being credited - you don't have to do it though.
  • If you use this shader as the main reference for your own shader, please give credit where it's due.
  • In compliance with the license, you are free to redistribute the files as long as you attach a link to the source repository.

Special thanks

All of this wouldn't be possible if it weren't for:

For that, I'd like to give back to the community with what I've learned. With that said, I hope you learn a thing or two. Enjoy!

Disclaimer

While the shaders are developed primarily for datamined assets, this repository does not endorse datamining in any way whatsoever and will never directly provide the assets nor tools in extracting from game files.

Since you've read this far...

Using this shader is completely free if it's not already evident from the license BUT - if and only if you have something to spare and would like to support me, then you can do so on my Ko-fi here. I appreciate every tip and each one motivates me to keep on improving the shader.

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Shaders for Blender attempting to replicate the shading of games developed by miHoYo. These are for datamined assets, not custom-made ones nor the MMD variants.

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