Setting Up ‐ General - Melioli/HoyoToon GitHub Wiki

Setting up your unity project

The shader requires that your unity project use the built-in render pipeline as well as setting the color space to linear rather than gamma. You can change the color space setting here: Edit > Project Settings > Player > Other Settings > Color Space

image

Texture import settings

To ensure the shader works properly textures have specific import settings:

Texture sRGB Non-Power of 2 Scaling Generate Mip Maps Wrap Mode Compression
Diffuse On Leave as is Off Repeat Off
Light Maps Off Leave as is Off Repeat Off
Stockings Off Leave as is Off Repeat Off
Shadow Ramps On Leave as is Off Clamp Off
Specular Ramps Off Leave as is Off Clamp Off
Normal Maps Off Leave as is Off Repeat Off
Metal Maps On Leave as is Off Repeat Off
MaterialIDValuesLUT Off None Off Repeat Off
Weapon Pattern
(Eff_WeaponsTotem_Grain_00.png)
Off Leave as is Off Repeat Off
Weapon Dissolve
(Eff_WeaponsTotem_Dissolve_00.png)
Off Leave as is Off Clamp Off
Scan Pattern
(Eff_Gradient_Repeat_01.png)
Off Leave as is Off Repeat Off

Generating Secondary normals for outlines

Both Genshin and Star Rail often use a secondary set of normals as the outline factor. Along side the shader, there is a script for generating them and storing them inside the tangent data block.

HoyoToon_GeneratingTangents.mp4

Keeping Rim Lights intact for HSR and GI models in all VRChat worlds

To make sure that your model keeps their rim lights intact when entering all worlds in VRChat, you will need to attach a directional light to your character model. You can do this by dragging and dropping the AvatarLight prefab onto your model. You can find this prefab in the Dependencies folder. image

Setting FBX import settings

This is only accurate for datamined assets.

Hoyoverse models require a simple setting changes to make sure the shading and everything is will work correctly. If you do not set the correct settings many things such as rimlights and outlines may not work correctly. Make sure to set the following settings on your FBX import settings:

  • Scale Factor: 100
  • Read/Write: Enabled This way you will have your generated tangents mesh inherit it.
  • Legacy Blend Shape Normals: On Apply all changes.
FBX.Import.Settings.mp4
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