So, I noticed that on some of the Unity games, the uncensor assets look a little strange. I don't mean the actual work on the uncensoring itself, but the files look like they were saved in a strange format or whatever tool was used to put them back into the game files didn't work correctly, or something? Here's an example from DaimaohR to show what I mean, although it's a little hard to tell from these screencaps
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The uncensor is on the right, and has some aliasing or artifacting around arm and (imo most noticeably) the thumb which looks like some transparency issue or something? Again, I don't know what toolchain was used to extract, edit, or insert these images and I also don't really know anything about image encoding - but I do know that it looks a bit off, and that it annoys me.
DaimaohR isn't the only game with this issue, for example Tougioh appears to have some colour banding
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ANYWAY, the point of this post isn't actually to shit on the hard work of those who are taking the time to uncensor the game (something I obviously couldn't do myself), it's actually to propose a solution and maybe something more. I'm not good at art but I can write BepInEx plugins, so I wrote a plugin for loading textures at runtime instead - so if the issue is happening when the texture is being inserted into the game resources, this lets us bypass it. I re-extracted the uncensored assets from the DaimaohR resources with AssetStudio and did my best to fix the issues - basically I just loaded the original assets and uncensored ones as separate layers in paint.net and removed everything from the uncensored assets apart from the actual genital parts.
It works, and in fact due to the way I've implemented it you can toggle it off and on at will with the press of a button. Here's a clip:
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Initially I was going to leave the plugin like this, but then there was this recent talk about recolours. A lot of you have probably already thought of this while reading my post, but once you can load one set of textures at runtime, there's nothing stopping you from loading others.
So, uh, here's an example of swapping between the base uncensor and the Crimson Assassin recolour somebody (XinChi I believe? apologies if I'm wrong) made. Uh, in order to do this I, of course, had to re-extract the Crimson Assassin textures from the files, and I missed some, which is why some of the textures just stay default like her back hair, woops.
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Not only can you swap sets of textures, but I've also set it up so it watches for file changes, so any edit you save will be reflected without you having to restart the game.
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Now, the plugin
isn't quite finished yet, there's still one issue and I'd like some input in it from you guys. If this plugin is going to (hopefully) help with recolours on the Unity games, there's one part it doesn't cover yet - getting the textures out. Obviously the old ways still work, but I thought it might be nice if the plugin could help with that as well (especially since I know how tedious manually doing it is after extracting the textures I talked about earlier). The problem, is that with the way JSK saved the textures, Unity
really does not like the idea of dumping the textures at runtime. Now, I have found a way to do it, but there is a catch. While
to my naked eye the textures look the same as ones extracted by the usual tools, they are noticeably a different file size, and digital image difference tools (like
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) also flag them as having differences. So, basically, my question is - is this good enough or should I not bother? I think it would be quite hypocritical of me to include a feature that doesn't produce acceptable textures after I spent half this post talking about (in the grand scheme of things, very minor) issues I had with the uncensors.
For comparison, I'm including a 7zip that has an the original file extracted with AssetStudio, and the version of the texture my plugin dumped at runtime. Let me know what you think, if you can spot any differences etc. Please keep in mind that this is just one texture and that other textures (or future games etc) might have more (or less) differences.
Anyway, this post is already way too long so I'll leave it here for now, have a good one.