{"id":19767227,"url":"https://github.com/gaolingx/honkaistarrailtoonshader","last_synced_at":"2025-05-16T15:08:42.627Z","repository":{"id":178565641,"uuid":"662033296","full_name":"Gaolingx/HonkaiStarRailToonShader","owner":"Gaolingx","description":"This is a Honkai StarRail ToonLike Shader for unity（for 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HonkaiStarRailToonShader\n  \n效果图：（更新于2024年7月13日）\n  \n![图片](https://github.com/Gaolingx/HonkaiStarRailToonShader/raw/main/Pictures/screenshot_2024_07_13_01.png)\n  \n## What's This?\n  \n这是一个基于Unity引擎URP管线的仿制星穹铁道风格的卡通渲染项目。\n\n## Thanks\n  \n此Shader根据 [Bilibili@给你柠檬椰果养乐多你会跟我玩吗](https://space.bilibili.com/32704665?spm_id_from=333.337.0.0) 大佬的视频制作，另外根据 [Github@stalomeow](https://github.com/stalomeow) 大佬的 [StarRailNPRShader](https://github.com/stalomeow/StarRailNPRShader) 工程加入了后处理部分（bloom、tonemapping），在此非常感谢各位大佬们无私的技术分享。\n\n## Installation \u0026 Usage\n\n1. 点击Window\u003ePackage Manager，从包管理器的添加菜单中选择\"Add package from git URL...\"，导入\u003chttps://github.com/stalomeow/StarRailNPRShader.git\u003e包（必要）。\n2. 打开Project Settings\u003ePlayer\u003eOther Settings，使用线性色彩空间。\n3. 找到项目使用的Universal Render Pipeline Asset，在Renderer List找到使用的Universal Renderer Data，确保RenderingPath为Forward/Forward+，关闭Depth Priming，点击Add Renderer Feature，将Honkai Star Rail的Renderer Feature添加进去。\n4. 最后，将TestModels目录下的测试模型拖入场景，将../SRUniversal-main/Scripts/Runtime下的SRCharacterRenderingController组件添加到模型上，检查渲染是否正常。\n\n在开始之前，你至少需要准备如下的贴图，如果不知道如何获取他们，可以参考B站 @小二今天吃啥啊 的这个教程，[链接](https://www.bilibili.com/video/BV1t34y1H7jt/)\n  \n![图片](https://github.com/Gaolingx/HonkaiStarRailToonShader/raw/main/Pictures/MapUsed.PNG)  \n![图片](https://github.com/Gaolingx/GenshinCelShaderURP/raw/main/Pictures/v2-940ac11643928df7ad332a6f89369873_r.jpg)  \n\u003e (1)RGBA通道的身体BaseColor Map (2)RGBA通道的身体ILM Mask Map (3)身体ShadowCoolRamp  (4)身体ShadowWarmRamp (5)面部BaseColor Map (6)面部阴影SDF阈值图+ILM Mask Map(7)头发BaseColor Map (8)RGBA通道的头发ILM Mask Map (9)头发ShadowCoolRamp (10)头发ShadowWarmRamp\n  \n## Texture Import Setting\n  \n为什么我要特此说明这个问题？根据反馈，有的人在使用shader时候发现一些不正确的效果，这通常容易被认为是错误的代码导致的，真相是他们并没有使用正确的纹理导入设置，如下图，ramp阴影的交界处出现了我们不希望看到的锯齿而且看上去很奇怪。\n  \n![图片](https://github.com/Gaolingx/HonkaiStarRailToonShader/raw/main/Pictures/20230812_01.PNG)\n  \n1、除了表达颜色的贴图如Base Texture和Ramp Texture等颜色贴图以外，其他用于数值计算的贴图在Texture Import Settings中需要取消勾选sRGB，保证贴图在线性空间中。\n  \n![图片](https://github.com/Gaolingx/HonkaiStarRailToonShader/raw/main/Pictures/20230812_03.PNG)\n  \n2、鉴于Ramp贴图的特殊性，需要在导入设置中关闭“生成MipMap”（必选），将Wrap Mode设置为\"Clamp\"避免采样超出边界导致问题（必选），并将Compression改为“High Quality”以获得更高精度（可选）。\n  \n![图片](https://github.com/Gaolingx/HonkaiStarRailToonShader/raw/main/Pictures/20230812_04.PNG)\n  \n完成上述设置后，效果终于正确了！Done Well!\n  \n![图片](https://github.com/Gaolingx/HonkaiStarRailToonShader/raw/main/Pictures/20230812_02.PNG)  \n  \n## *Important Information\n  \n此shader根据 bilibili@给你柠檬椰果养乐多你会跟我玩吗 大佬教程制作的《崩坏：星穹铁道》的卡通着色器（ToonShader）,非常感谢这位大佬的教程，并在此基础上个人增加了些有趣的功能，如增加了keyword提高性能，支持自定义描边颜色（基于材质），曝光控制等，仅适用于Unity的URP管线，为了使深度边缘光正常工作，请在Univer Render Pipeline Asset中开启 Depth Texture，如果要用于其他游戏或者MMD记得自己给lightmap.a通道赋个值，ramp图可以用ps画也可以用文件夹附带的工具，切记在ramp贴图的导入设置中关闭“Generate Mipmaps\"避免渲染错误。  \n  \n下一步计划研究shader部分怎么加入tonemapping和平滑法线，再加一套程序化的lightmap+ramp纹理生成插件拓展该着色器的泛用性，有兴趣可以考虑follow，请自觉遵守开源协议，测试模型版权归MiHoYo所有，祝君使用愉快，如果觉得不错可以给个star，有任何想法和建议欢迎提issue或提pr。\n  \nEnjoy Yourself！\n\n## Links\n  \n欲了解更多作者相关信息欢迎访问：\n[米游社@爱莉小跟班gaolx](https://www.miyoushe.com/dby/accountCenter/postList?id=277273444)、[Bilibili@galing2333](https://space.bilibili.com/457123942?spm_id_from=..0.0)","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgaolingx%2Fhonkaistarrailtoonshader","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fgaolingx%2Fhonkaistarrailtoonshader","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgaolingx%2Fhonkaistarrailtoonshader/lists"}