[Tutorials + Discussion] How to make Pokémon Shaders

Discussion in 'Switch - Tutorials' started by Manurocker95, Sep 11, 2019.

  1. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    Hi! @Demothene gave me the idea to open this thread to help others to make shaders for Pokémon similar to the original games.

    This thread will focus on discussions about POKÉMON SHADERS, so anyone can post ideas, nodes and ask about shaders. We usually work in Unity Engine, but once you have the idea, you can make the shaders and materials in any engine.

    It is in Nintendo Switch threads because we will try to replicate all the needed Let's Go and Sword and Shield shaders.

    I will be updating the post while nice things appear here.

    IMPORTANT: Shaders nor models will be shared. You will have to make them (and export them) yourself. Here we just share the logic of how to do them, or even the specific nodes you would need to use in Shader Graph / Amplify Shader Editor.


    POKÉMON LETS GO:

    Pallet Town Field Floor (By FabDelb):
    Warning: Spoilers inside!

    POKÉMON SHADERS:

    Fire Pokémon Shaders - Blender (By Wiimonkey2):

    Warning: Spoilers inside!

    I need ripping help:

    I made other useful tutorials that you may need:

    - Export Pokémon from 3DS
    - Export Let's Go Trainers and rig them with mixamo


    Can you show me a final result:

    Finally you can get something like this:

    [​IMG]

    How do you know how shaders work?

    You can take a look to the original shader code following this tutorial: https://gbatemp.net/threads/tutoria...hader-code-from-nintendo-switch-games.546522/

    Discord?

    I just made a discord: Link

    Credits:


    - @Demothene
    - FabDelb
    - Random Talking Bush
    - Me <3
     
    Last edited by Manurocker95, Sep 14, 2019
  2. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    -- Snip-- Reserved
     
  3. madmert9

    madmert9 Member

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    Is it possible to add some new pokemons by changing genuine ones' models ?
     
  4. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    if you mean replacing the meshes...yes, you should be able to repack the binary. However, this is for doing shaders so... this is not the correct thread
     
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  5. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    If anyone has a question about shaders, please post ^^
     
  6. MoMoTank

    MoMoTank Newbie

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    Jul 8, 2019
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    The discord invite expired
     
  7. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    Replaced with an illimited one
     
  8. catlover007

    catlover007 GBAtemp Regular

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    do you have any idea how the outlines in the 3ds titles are accomplished? I've been wondering about that for a long time. I know from a citra progress report that they're somehow repurposing the stencil/depth buffer as a color buffer. The effect has to be done completely on gpu with fixed function hw, otherwise the outline wouldn't scale with the upscaled rendering in citra.
    I already analysing a frame from citra in renderdoc, but it crashed :(
     
  9. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    Hmm, no idea, but it really looks like aregular outline shader with GPU instancing and a few tweaks


    screenshot_compare.
     
    Last edited by Manurocker95, Sep 18, 2019 at 8:59 PM
  10. catlover007

    catlover007 GBAtemp Regular

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    too bad. The thing is that the 3ds has no shaders, but it's far too accurate and precise to be just classic, scale model a bit and flip normals.
     
  11. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    how is it possible to render stuff without shaders? Hmm, I will ask on discord if anyone knows about this
     
    Last edited by Manurocker95, Sep 18, 2019 at 9:23 PM
  12. catlover007

    catlover007 GBAtemp Regular

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    the way it's done during the old days :)

    Before graphic hardware was programmable during multiple stages (it's geometry, vertex, tesselation and fragment these days), a fixed set of operations are performed with your draw data (that's why it's called fixed pipeline). So for example, you configure a matrix in before hand, which is used to transform the vertices etc. You could setup multiple lights, the formula of which was of course build into hw, but you could choose material properties, maybe even one of a few lighting algorithms.

    The pica200 is a bit "the last of it's kind". While it's vertex and fragment stage are programmable, it's fragment stage is not, to reduce chip size, thus reducing price and energy consumption. But instead of those old gpu which had maybe phong lighting or so, it has a ton of, state of the art would be exegerated, but modern features, like fresnel effect, toon lighting with a configurable lookup table, shadow mapping, just hardwired.
     
  13. Manurocker95
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    Manurocker95 Game Developer & Pokémon Master

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    @catlover007 hmmm, I tried to make an outline shader with fresnel, but it seems to be a lot worse (with even more cost) than scaling one. I would still go with regular shader or... maybe you are right and they store mon stencil buffer and make a small displacement. In a second pass, render the regular model.


    Edit: btw, found this. One of them is made with fresnel and other with scaling
     
    Last edited by Manurocker95, Sep 18, 2019 at 9:43 PM
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