preview.mp4
preview.mp4
- Either download a release here, or download from the source for the latest commit.
- In a new project with your desired character mesh, append whatever materials the .blend file you downloaded will contain.
- Replace the original materials of the mesh with the materials from the .blend file you just appended.
- Use this script to import your textures.
- Constrain the empty object named Head Driver to the head bone of your character with a Child Of constraint.
- 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.
- I'll be making a video guide soon. If anyone wants to help out, that'd be appreciated.
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.
- 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 (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 (currently experimental for Geometry Nodes, will be ticking this once Blender implements vec4 operations)
- Outline material
- 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
- Learn how to datamine assets from the game LOL someone please make a tool
- 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.
This wouldn't be possible if it weren't for Arc System Works, 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 and RumblingRose as well for contributing scripts which automate some tedious tasks. With that said, I hope you learn a thing or two. Enjoy!
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.
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.