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Releases: stalomeow/StarRailNPRShader

Ver 2.10.1

24 Sep 10:35
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  • Per-object shadow now supports orthographic cameras.

The fucking Camera.CalculateFrustumCorners does not support orthographic cameras, but it is not mentioned in Unity's documentation.

Ver 2.10.0

24 Sep 05:21
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  • More aggressive shadow culling.
  • Per-object shadow debugger.
per-object-shadow-debugger.mp4

Ver 2.9.0

07 Jul 09:47
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  • Automatically calculate the annoying _ModelScale.

Ver 2.8.0

03 Jul 18:39
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Image Sequence_006_0000

↑↑↑ Rendering Result ↑↑↑

Ver 2.7.1

27 Apr 13:25
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Fix characters-only bloom when MSAA is on.

Ver 2.7.0

24 Apr 11:06
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  • No longer depend on Shader Utils for SRP package.
  • Support rim-shadow.
  • Simplify materials.

  • 不再依赖 Shader Utils for SRP
  • 支持 rim-shadow。
  • 简化材质。

Ver 2.6.0

03 Apr 12:43
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  • Support Rendering Layers
  • Bloom no longer needs MRT
  • Bloom has a new Characters Only option. When it is turned on, Bloom is applied only to the characters. When it is turned off, Bloom is applied to the entire screen
  • RimLight can interact with lights
  • RimLight mixes Fresnel on the original basis, which is controlled by EdgeSoftness and can achieve the transition from dark to light
  • Rename StarRailForward to Honkai Star Rail

  • 支持 Rendering Layers
  • Bloom 不再需要 MRT
  • Bloom 新增 Characters Only 选项。开启时 Bloom 仅应用于角色。关闭后 Bloom 应用于整个画面
  • RimLight 可以与光源交互
  • RimLight 在原有基础上混合了菲涅尔,用 EdgeSoftness 来控制,可以实现由暗到亮的过渡
  • StarRailForward 改名为 Honkai Star Rail

Ver 2.5.2

13 Mar 12:03
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  • Support SceneVisibility.
  • Support SRPBatcher after Build.
  • Use Burst and JobSystem to optimize per-object shadow.
  • Automatically add StarRailCharacterRenderingController to character models.

Ver 2.5.1

08 Mar 16:23
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  • Fix hdr.

Ver 2.5.0

07 Mar 16:18
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Notable Changes

Automatically generate materials

auto-generate-material

Character rendering controller

character-rendering-controller

Miscellaneous

  • Rewrite documentation.
  • Change the default path pattern of avatar model to Avatar_*_*.fbx | Art_*_*.fbx.
  • Deprecate SyncMMDHeadBone and PerObjectShadowCaster.

自动生成材质

auto-generate-material

角色渲染控制器

character-rendering-controller

杂项

  • 重写文档。
  • 修改角色模型的默认路径模式为 Avatar_*_*.fbx | Art_*_*.fbx
  • 弃用 SyncMMDHeadBonePerObjectShadowCaster