Releases: Hoyotoon/MMDGenshin
MMDGenshin
MMDGenshin
IMPORTANT : If you're experiencing issues with the face shadows not working correctly with newer models, you may need to disable #define ENABLE_POINT_LIGHTS
inside genshin_header.fxsub
. I haven't investigated what is causing this yet as I have more important things I want to focus on implementing.
Fixed an issue with the shadow ramps. Noticed it on my own so I don't know if anyone else was experiencing issues with it but whatever. Now it is no longer necessary to set the spa type (like described here : https://github.com/Manashiku/MMDGenshin/wiki/1.)-Setting-up-your-model#_lightmap-textures). It all relies on material values from the material fx now.
I've also fixed an issue with the material generator. Before the game was updated for 2.0, the use specular flag was originally _UseToonSpecular
but was later changed to _SpecularHighlights
. So, materials that using older versions wouldn't correctly set the USE_SPECULAR_MAT flag when generated.
There were no changes made to PostGlow, PostRim, or MMDGenshin Helper. I'm uploading them in this release so they're easier for people to find.
MMDGenshin
Update: Added a new plugin that will generate shader materials based on unity material json files.
Fixed an issue with the face shadow not working even if the secondary texture type was set correctly.
Also fixed an issue with the controller morphs not working properly due to the item strings having the incorrect names.
As well as an issue related to the point light bones not showing up in MMD's display panel, now they're properly animatable.
There were no updates to the PMXE Plugin, the PostRim shader, nor the PostGlow shader so please refer to the previous release to download them.
MMDGenshin
It ain't a manashiku shader release if there aren't debugging things leftover..
Changes :
- Added a line to the outline pixel shader that makes it so that when the lights get dark so does the outline. edit: had to go back in and add another thing to that line so it darkens properly.
- Fixed an issue where the outlines weren't rendering properly without performing the MikuMikuMoving specific 2nd normal set generation. I had left it in a debug state where it was using the input AddUV4 block instead of the input normals for both programs instead of just MikuMikuMoving.
- Removed the unused
#define USE_SHADOW_TRANSITION
definition frommaterial_default.fx
- Changed the logic for how soft shadows are toggled for face materials.
- Added some emission code to the shader to help keep it bright in emissive places when lights get dark.
- This doesn't have to do with the shader itself but I've updated the ReadMe to include a link to the wiki as well as added a section in it for credits and thank yous.
There weren't any changes made to post_rim, post_glow, or the helper plugin. I'm just attaching them to this release so people can still find them easily.
MMDGenshin
This is the initial release of the completely rewritten Genshin Impact shader.
Please understand there may be some errors with other shaders and or bugs in general that might occur.
If you find any bugs please create an issue and provide a screenshot and description of the bug.
Also, you may need to unblock the pmx plugin zip