Releases: stalomeow/StarRailNPRShader
Releases · stalomeow/StarRailNPRShader
Ver 2.10.1
Ver 2.10.0
- More aggressive shadow culling.
- Per-object shadow debugger.
per-object-shadow-debugger.mp4
Ver 2.9.0
Ver 2.8.0
↑↑↑ Rendering Result ↑↑↑
- Supports per-object self shadow.
- Supports front hair shadow.
- New documentation (https://srshader.stalomeow.com).
Ver 2.7.1
Ver 2.7.0
Ver 2.6.0
- 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
toHonkai 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
- 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
Ver 2.5.0
Notable Changes
Automatically generate materials
Character rendering controller
Miscellaneous
- Rewrite documentation.
- Change the default path pattern of avatar model to
Avatar_*_*.fbx | Art_*_*.fbx
. - Deprecate
SyncMMDHeadBone
andPerObjectShadowCaster
.
自动生成材质
角色渲染控制器
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
SyncMMDHeadBone
和PerObjectShadowCaster
。