festivities / Blender-miHoYo-Shaders

Shader for Blender attempting to replicate the shading of Genshin Impact. These are for datamined assets, not custom-made ones nor the MMD variants.

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The third epic rewrite

festivities opened this issue · comments

I think I've finally learned enough programming to tell you all that right now, the Blender shader is incredibly spaghetti and horribly thought out. This third full rewrite should hopefully improve how the shader is structured.

Some major changes I'll be making:

  • Face shading and main (body/hair) shading will now be merged in one nodegroup. Having the two different shaders in two separate nodegroups is incredibly painful to maintain. I have no idea why I made this decision and hopefully I've learned enough not to make the same mistakes.
  • Taking off the ability to use environment lighting. Genshin's shader was never meant to take in environment lighting. The characters are meant to be lit with one directional light especially for the face shading. As to why I'm removing it, it's just really dumb in my view and adds unnecessary options for the user. Unfortunately, Blender doesn't let us call any form of a shadow pass in the fragment shader. Maybe I can do that with Goo Engine leading us to the next change....
  • We're switching over to Goo Engine. I hope any of you don't use Cycles. Goo Engine has a lot of NPR features that will be incredibly useful for many of us. I'm specifically migrating the shader to it for the depth-based rim lighting.
  • Adding other outputs for custom render passes/AOV passes. If you play around with compositing in Photoshop and similar software, then you're gonna love this change. I plan to rewrite the shader in such a way that it will be very intuitive to integrate with compositing. Some custom output sockets include the lit factor, the emission factor, and maybe more?

That's pretty much it. I don't know when or if I'll even do this but I wanted to let those people actively using this shader know that huge changes are eventually coming and I hope this future update makes the shader easier for everyone to use. Honestly, I don't even know how this project got to 400 stars. I'm really thankful for the people using it and I'm very sorry that I've been neglecting this project. To be frank I have started hating visual scripting and nodes as a whole (lol), something about looking at them just discourages me and I don't know why. Blender, please add GLSL support owo