Genshin Impact Character Shader for EEVEE (Blender) (V 1.6)

Genshin Impact Character Shader for EEVEE (Blender) (V 1.6)

Genshin Impact Character Shader for EEVEE (Blender) (V 1.6)

Genshin Impact Character Shader for EEVEE (Blender) (V 1.6)

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This Genshin Impact-styled Character Shader is a Blender node group for EEVEE heavily inspired by the character shader used in the video game Genshin Impact. Easily give your models a beautiful anime appearance with fully customizable artificial subsurface scattering, subsurface color, shadow color, and rim lights. Add metallic reflection and specular matcaps as well with full support for texture maps.

The shader will continue to be updated for new Blender releases.

Looking for a version for Unreal Engine? Check out my new Genshin Impact Character Shader for Unreal Engine on the ArtStation Marketplace or pick up both at checkout for a discount!

Features

Have full color control of your material's color, shadows, shadow ramps, rim lights, alpha, and more
Adjust base color and shadow tint
Add artificial subsurface scattering with fully customizable colors and dimensions
Add an artificial rim light with customizable intensity, color, and size
Add metallic and specular matcaps with full texture map support
Add alpha/transparency with full support for texture maps
Use a custom Genshin Impact-themed background for your renders
Designed from the ground-up for EEVEE

Package Includes

.blend File (created with Blender 2.92, supports Blender 3.0)
Genshin Shader node group
17-page instruction manual with pictures for getting started and using the shader to its full potential
Includes recommendations for optimal rendering setup and several tips and tricks to get a better render
8 sample presets
Example file using miHoYo's official Noelle MMD model (exclusively for educational and demonstrative purposes; model not included)
Geo character screen background (changeable color)

Read more about the shader on my blog: https://www.artstation.com/bjayers/blog/9oOD/blender-npr-recreating-the-genshin-impact-shader

Support

For additional support, please feel free to contact me—I am happy to help out! Please check the attached manual for contact information.

Please note that while this shader is made to work with nearly any model, it works best on mid-to-high-poly, game-ready topology.

License Information

Under ArtStation's standard license, you can use this product for any number of personal projects or for one commercial project (up to 2,000 sales or 20,000 views).

Please do not sell, repackage, or otherwise redistribute the product without my permission.

Please consider crediting me and/or linking to my ArtStation on works using this product.

Digital products are non-refundable.

Under ArtStation's extended commercial license, you can use this product for any number of personal or commercial projects with no limit of sales or views. Available for indie (up to 10 users) or studio (unlimited users) use.

Please do not sell, repackage, or otherwise redistribute the product without my permission.

Digital products are non-refundable.

Disclaimers

The video game Genshin Impact and its characters, models, textures, story, lore, and any other related assets are property of miHoYo and Hoyoverse. Rosaria, Noelle, and Paimon models are official MMD models by and property of miHoYo and Hoyoverse. Models are not included with the price of this product (only the shader) and can be downloaded freely from Bilibili.

The example .blend file featuring miHoYo/Hoyoverse's official Noelle MMD model serves only as an example exclusively for educational purposes to demonstrate the capabilities of this product, and may not be reused or resold privately or commercially.

Release Notes
v1.6 - 2022/7/8

Base Color
Light Color Consideration
Changing the color of scene lighting now customizably tints the base color and no longer affects the shadow position.
Shadow
Shadow Masks
Add custom shadow mask maps to your models to create areas that are always in shadow.
Metallic
Improved MatCap Logic
The procedural metallic matcap should now render more accurately when near the edges of the viewport, especially with wider focal lengths.
Thank you all so much for your support!

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