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MMDGenshin

Shader written for MMD to replicate the visual style of Genshin Impact

Important

This is not the full shader but because my motivation is starting to waver, I'm releasing the shader as a beta for now. I will continue to work on it as normal. This page could go down or change completely at any point.

How to use

  • I won't provide any files. There are tutorials online about how to make the textures needed
  • Download the latest version from Releases
  1. Create a copy of the material_default.fx and change the settings for the model youre working on
  2. In PMX Editor, put the ramp texture in the toon slot.
  3. Put the lightmaps in the spa/sph slot and set the type to subtex for everything that isnt the face.
  4. For the face, you will want to load the _shadow texture into the spa/sph slot instead and set it to either Add or Multi.

Rules

  • You may distribute your edited material files but do not repackage the entire original shader. That means only the .fx file you load into mmd should be shared.
  • If you use this shader, you must write the shader name or mine somwhere where it is easily seen. You are not cool if you refuse to credit, youre not protecting some brand of yours... youre just being stupid
  • You are free to use this as a reference for your own shaders but just like above, credit me where it will be easily seen.

Contact

If you find any issues or have questions, feel free to create a new issue here or DM me on Twitter or on Discord ( mana#3458 ).

Resources

These were incredibly helpful https://zhuanlan.zhihu.com/p/360229590 https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample

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mmdgenshin-archive's Issues

Can this shader be used with Raycast?

Hi there.
Do you know of a way to get raycast to 'ignore' the genshin models while affecting the rest of the scene, so that I can use this shader for the models themselves? Say I want a stage lit by raycast, and this shader on my models in the front.

Right now if I were to have the models in the scene and raycast activated, it gives the models an odd coloring. How do I get raycast to leave the models alone so that this shader works its magic?

I totally get it if you can't offer much help, this may be more of a raycast thing that you can't comment on. Either way thanks a ton! This shader's dope.

Face shadow problem

please help me with this. i already check the tutorial for it, bone names are correct but still doesn't apply to the face.

Screenshot_354

Transparency

Hi! I love the shader, I think it works great for Genshin official characters.

The issue I have at the moment is with transparency. Anything transparent just become black as seen on my custom model below.
image
image

While she should have looked like this
image

The only solutions i found was to cut the model itself, but it's not very efficient.
It's nothing huge tho, so would be great to have transparency implemented :)

[Question] Transparency, Specular Ramp and Normal maps support

Hello, I would like to ask a question about your MMDGenshin shader. Recently I noticed that new characters from Genshin (Sumeru ones) use normal maps and something called "Avatar_Tex_Specular_Ramp", also some of the character skins have alpha parts, and I wanted to ask - Will next versions of your shader support those maps and textures?

[Question] Rim Light Formula

Greetings,

I stumbled upon this repository since I'm attempting to recreate the game's character shader in UE5 out of sport.

I'm wondering how the rim light works in this implementation. I tried to replicate it based on the code in master here but the result wasn't what I expected. In game, it seems like the rim light is calculated using post-processing (though I could be completely wrong) because if you look closely you'll notice that the rim lighting is only applied on the outline of the character (based on the camera direction) and only where the edge depth is distant enough from what's behind it (kind of like sobel edge detection). Of course I could be totally wrong in my assumptions since I'm deriving conclusions based on what I observed in game.

What is your take on this challenge? Have you any insight on the rim light formula used in this case?

How to make the face’s shadow proper

I tried to use this shader but failed,the face‘s shadow could not move as the model moves, and it could only follow the global lighting.I tried the 0.1.3 and the 0.1.5,they all could not work properly.

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