StubbedShaderConverter
An externally referenced tool for using Hopoo shaders in mods. Contains pre-stubbed shaders.
About this mod Author’s original text
Stubbed Shader Converter
This is a ThunderKit created external tool for converting stubbed shaders into Hopoo equivelents, and is primarily a tool for other mod developers.
Using StubbedShaderConverter within your mod will require a Soft/HardDependency, as StubbedShaderConverter must load before your mod loads.
Information on how to use this as a mod developer can be found within the Github.
Credits
- KomradeSpectre: For providing the stubbed shaders and MaterialControllerComponent and massive help with setting this project up and debugging.
- Kevin: For providing the CloudFix component, which is a variant on KomradeSpectre's MaterialControllerComponent.
- PassivePicasso (Twiner): For ThunderKit related support and creation of ThunderKit.
- Nebby: For inspiring me to create this project, and helping out with setting up.
Changelog
0.1.0
- __StubbedShaderConverter's ShaderConverter has been reworked.__
- The namespace has been renamed from ShaderConvert to ShaderConverter.
- ShaderConvert is kept in this release for compatibility, but will be removed in the future. Please update to use ShaderConverter instead!
- The cloud remap issues, which most of the methods in this tool were used to solve, has been figured out! All of StubbedShaderConverter's main converter methods have been removed.
- The new primary method is ShaderConverter.ConvertStubbedShaders() which accepts AssetBundles, GameObjects, Renderers and Materials as input. This can be called in awake and correctly handles cloud remap shaders.
- Please check out the Github for information on cloud remap materials.
- __Added a new AddMaterialController component.__
- Used for adding KomradeSpectre's Material Controller to any prefab contained within your asset bundle on start.
- __KomradeSpectre's Material Controller has been updated.__
- Now supports all Renderer types.
- Now supports HGSnowTopped shaders.
0.0.2
- ConvertAssetBundleShaders now returns an AssetBundle.
0.0.1
- Initial Release.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Dependencies
Install these first, or the mod will not work:
bbepis-BepInExPack