My setting uses its own cultures and deities, so while I haven't used (f'rex) a campaign featuring the Japanese mythos, I have built (again, f'rex) a pantheon of gods who are abstract beings that each represent idealized behavioral norms, another that consists of three gods (of the sea, sky, and land) who promote the consumption of fallen foes as a sign of respect and a way to gain their power, a pantheon that is a family arranged in a strict hierarchy based on age (Old Grandmother is boss) that is reflected by the political system of the area it is from, etc.
I strive not to be too Eurocentric in my design. In the case of cultures, I try to make each somewhat unique, even if and when I draw on existing cultures for ideas. For example, Peshan culture- the one with the arranged-by-age pantheon- had a political system where the eldest member of the royal family got to be in charge, leading to a system where lots of assassination and underhanded behavior became normalized, but also one with (at least on the surface) significant reverence for the old. It was heavily mercantile and ocean-based (as an island with great natural resources), and sought to extend its political will through trade and financial aid, rather than warfare. It was also sexually "liberated" (from their own point of view) or an oversexed mass of perversion (from the perspective of many other cultures), including normalized pederasty similar to the steroetype of Classical Greek pederasty, full of weird herbs, drugs, and poison, and known for secret guilds of assassins, ninja, and magic dancers. Veils and scarves are a major cultural thing; the way you wear your scarf can advertise social standing, sexual interest, profession, etc. So Peshan culture is a mix of a lot of things, not all of them represented in the real world.