Fan-made shaders for Unity URP attempting to replicate the shading of Honkai: Star Rail. The shaders are not 100% accurate because this project is not a reverse engineering - what I do is to replicate the in-game looks to the best of my ability.
↑↑↑ Sparkle ↑↑↑
↑↑↑ Firefly ↑↑↑
- Honkai Star Rail/Character/Body
- Honkai Star Rail/Character/Body (Transparent)
- Honkai Star Rail/Character/EyeShadow
- Honkai Star Rail/Character/Face
- Honkai Star Rail/Character/FaceMask
- Honkai Star Rail/Character/Hair
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Both Game model and MMD model.
-
Both
Forward
andForward+
rendering paths. -
A single
RendererFeature
to manage all custom passes. -
Provide C# API to control some rendering behavior.
-
Characters receive only scene shadows and ignore self-shadows.
-
Per-object shadow, supporting up to 16 shadows on the same screen.
-
Custom bloom using the method shared by Jack He in Unite 2018.
-
Custom ACES tonemapping. The formula is
$$f(x)=\frac{x(ax+b)}{x(cx+d)+e}$$ where
$a,b,c,d,e$ are all parameters.
- Customized material editor.
- Configurable asset processor integrated with Unity preset system.
- Automatically smooth normal.
- Automatic material setup.
- Build processor and Shader stripper.
material.json
inspector.
It is recommended to read them in order.
- Installation
- A rough flow chart of this pipeline
- Working with asset processor
- Setup a character
- Automatic material setup
- miHoYo / HoYoverse
- Razmoth
- °Nya°222