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Releases: Hoyotoon/HoyoToon

HoyoToon 4.7.8

31 Jan 23:29
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HoyoToon Update

Welcome to the third update. This is a smaller update on paper but introduces a whole new shader for particles based off Genshin Impact's particle shaders.

HoyoToon V4.7.8

Honkai Star Rail

  • New Hide Character Part system added. This is used for tribbie and acheron most notably and is another reason you should never remove the vertex colors from your models.
  • Fix material locking issue from previous update.

Genshin Impact

  • Particle shader added! This shader has 5 distinct modes and can be used.
  • Added the backbone for the stocking shader which will be fully added in another update.

Post Processing

  • Fixed post processing issues with incorrectly handling transparency and breaking the transparency solver in the screenshotter tool.

HoyoToon 4.7.0

01 Jan 20:25
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HoyoToon Update

Hope everyone had a good holiday season! Starting off the new year with a new release!

HoyoToon V4.7.0

Scripts

  • API was updated to fix a bug where HI3rd was not being detected properly.

Honkai Star Rail

  • Added support for the Starry Sky shader feature.
    • Similar to the Star Cloak feature in Genshin Impact but not exactly the same. This doesn't use the same textures as it and can be implemented on other characters if the correct textures are created.
  • Added support for the Height Light shader feature.
    • This feature is the one used in the character view screen, the darkening of the characters lower legs.
  • Reimplemented the Dissolve shader feature.
    • Removed the advanced/simple enum and instead uses the same logic as the ingame version. This is still more advanced than the Genshin Impact version as the features were created with a scripted animation system in mind.
  • Added a new parameter in the Face category for adjusting the softness of the face shadow. This works the same as the Genshin Impact face shadow softness.

Genshin Impact

  • Implemented a stencil system for the eyes similar to Star Rail's.
    • This feature was funded by ZukuUzu.
    • This feature cannot be used at the same time as the Nightsoul shader feature. The shader will show a warning if both are enabled.
    • This feature requires you to seperate the eyes from the hair material and make it it's own material. There will be a FAQ post explaining the process. Don't worry, it's not hard.
  • Added the updated face_shadow textures to the resource folder.
  • Added a new parameter in the Face category for using the updated face_shadow textures as an extra AO map.
  • Improved the existing Custom AO system.
    • The system now works better with the body/hair/dress/etc materials as it wont be so weirdly harsh.
    • The system now lets users change what UV coordinates and sampler types are used for the AO map. The default values are UV0 and linear repeat.

Wuthering Waves

  • Added support for the Aurora shader feature.
    • This feature is what shows up on Shorekeeper, the pulsing light effect on her veil.

Hoyo2VRC 4.5.1

  • Rmoved old leftover functionality to maintain old prop information from raw models.

HoyoToon 4.6.2

01 Dec 06:06
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HoyoToon Update

Welcome to the first monthly update! Quite a few QoL improvements and some additions related to Natlan

HoyoToon V4.6.2

Scripts

  • Genshin Glass Type materials will now automatically generate and set up for you.
  • Genshin VAT Materials will now automatically generate and set up for you.
  • Fixed a bug where DataManager would not properly update with changes made remotely. This has been fixed and should work for future hotfixing purposes.
  • Material Generation has been reworked to be faster, handle multiple materials simultaneously, and provide better texture assignment handling.
  • The system to detect Body Type (Genshin Impact/Star Rail/Honkai Impact/Wuthering Waves) has been reworked to use JSON data instead of texture detection, making it more accurate and removing the requirement for specific textures to be present.
  • The SetupFBX feature will now properly update the Avatar Configure screen, including:
    • Automatically unsetting the Jaw bone
    • Setting Eye_L and Eye_R bones correctly
    • Automatically adjusting legs to TPose formation to prevent knee/leg merging issues in VR when crouching
  • Added the ability to reset tangents back to their original state using HoyoToon > Mesh > Reset Tangents. This requires:
    • Generating tangents at least once with the new version
    • The original mesh data will be stored in JSON format outside your Unity assets folder
    • When resetting, the original tangents will be automatically reassigned
  • Texture Importer has been improved:
    • Will now properly detect and update modified textures when reimporting
    • Ensures correct sRGB settings are applied where needed
    • Handles texture modifications of any type (compression, size, format changes)
    • More robust detection of texture changes requiring updates
  • Fixed an issue where Honkai Impact 3rd character detection would incorrectly identify characters as Type P1 (Part 1) models.

UI

  • The Nightsoul header toggle has been removed. Users must now use the separate toggles for Outline and Markings instead.
  • The Optimizer currently ignores Nightsoul features due to shader UI logic issues with feature stripping.

Honkai Impact Part 2

  • Added support for stockings in Honkai Impact Part 2 materials.

Genshin Impact

  • Support for Fake Point Lights has been added.
    • Implemented 3 point lights with identical values
    • One point light is driven by JSON data
    • The other two point lights mirror the same values
  • Support for Glass Materials (Mauvika Glasses, Helmet Visor) has been added.
  • Support for VAT Materials has been added.
    • Note: VAT Materials are very specifc and tailored to the only current character that uses them (Mauvika).

HoyoToon 4.4.0

25 Oct 01:25
b6db23a
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Scripts

  • Reworked and fixed the body type determining logic. It now works based of a models jsons to figure it out.
  • Added functionality to now revert and reset tangent meshes.

Star Rail

  • Added the cutscene/general scene lighting controls they have in game. This will help to give your models that Star Rail Cutscene vibe.
  • Fixed an oversight in the simple dissolve mode where no matter what settings you used, it was impossible to turn on clipping.

Genshin Impact

  • Added support for outline width textures.
  • Fixed an error with the MaterialMask coloring (Generally used on NPCs like melusines to color them).

Post Processing

  • Fixed a bug with the bloom being cut out if there was no mesh skybox behind a model.

HoyoToon 4.3.0

08 Oct 23:55
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Post Processing

  • Post Processing has been completely reworked. The new implementation is now 100% game accurate, with all the settings the games use (Genshin Impact, Star Rail, Wuthering Waves).
  • Removed inaccurate Tonemapping and Color Grading, replaced it with a baked LUT system. If you're capable of generating/creating/ripping LUTs yourself, you will be able to very easily slot them into this system.
  • The previous iteration the post processing was using innacurate tone mapping solutions that the community has been using for them but now the equations have been replace with the correct ones from the games. Wuthering waves and star rail are the same system however their LUTs are different.
  • Default LUTs have been provided for star rail and wuthering waves, genshin impact is relying on its filmic HDR tonemapper instead of the LUTs.
  • Introduced Sharpening as used in star rail but kept as an option for all games.
  • Introduced Vignette as used in in star rail but kept as an option for all games.
  • Introduce a new bloom system with the intention of being 100% accurate to the game. This includes a more complex and optimized bloom pass, while still retaining the easy to use settings from before.
  • Subtle dithering to all the images as the games do the same. This is most noticeable in Genshin Impact. This cannot be disabled at this moment as it helps fight color banding.

HoyoToon 4.2.0

13 Sep 15:04
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Wuthering Waves

  • Fix shadow colors alongside it's calculations
  • Fix enviromental lighting

Genshin Impact

  • UI changes to optimize the user experience
  • Fix enviromental lighting

Honkai Impact Part 1

  • Fix enviromental lighting

Honkai Impact Part 2

  • Fix enviromental lighting

Star Rail

  • Fix enviromental lighting

Resources

  • AvatarLight will now utilize Unity Constraints if VRCSDK is not present, otherwise it will use VRCSDK's constraints

Scripts

  • Fix HoyoToonManager.json not being saved where it should be

Post Processing

  • Completely rework the post processing from the ground up, being a lot more confident in saying we got it right this time 1:1 with the game

HoyoToon 4.1.1

26 Aug 04:33
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Micro patch

Genshin Impact

  • Rename Nyx state to NightSoul

Scripts

  • Fix last update trying to keep updating itself (if updated through UnityPackage)

HoyoToon 4.0.3

22 Aug 21:23
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HoyoToon version 4.0.3

Wuthering waves shader bugs fixed.

Wuthering Waves

  • Fixed issues with the stencils behaving incorrectly when in worlds with only baked lighting.
  • Fixed an issue with the outlines incorrectly rendering over mirrors when clipped into mirrors.

HoyoToon 4.0.2

22 Aug 19:12
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HoyoToon version 4.0.2

Issues with Poiyomi Compatibility that could've corrupted.
if it did do the following:

  • Uninstall HoyoToon
  • Uninstall Poiyomi
  • Reinstall Poiyomi
  • Reinstall HoyoToon

Scripts

  • Lock future scripts to Editor Mode only
  • Regenerate all scripts GUIDs
  • Fix Compatibility with Poiyomi

HoyoToon 4.0.1

22 Aug 05:41
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Apologies for the piss poor release. This really was a case of this all works on my end and my project, so I didn't really see any possible way of this messing up on VRChat Building nor did I check the codebase of the new ThryEditor that I realize now why Poiyomi wasn't using.

If your project isn't broken you'll receive the update through the Updater. If your project is broken, please download the latest package from the Releases

Scripts

  • Made all Scripts limited to Editor Only to prevent any issues with VRChat Building
  • Removed Unused using statements that caused missing references.
  • Reworked dynamic calls to not rely on C# related features