Skip to content

Advanced CelShader project for Unreal Engine 4

Notifications You must be signed in to change notification settings

errmalt/CelShader

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

12 Commits
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

CelShader

Advanced CelShader project for Unreal Engine 4

Example Screenshots and original thread

https://forums.unrealengine.com/showthread.php?7164-A-different-kind-of-cel-shader

Content samples

The content sample pack is too big for GitHub. Download it direct here:

https://mega.co.nz/#!7ZFHmBCA!G8j2UZbog1coE-t_UB7U4jLNERYA-x7zpVfLV3w4fyw

To use

  1. Migrate the CelShader folder from the sample to your target content folder.
  2. In your project create a global (unbound) post-processing object.
  3. Go to the Misc tab and add the CelShader instance as a blendable.

It's that easy.

Master

Debug your shader here. You can enable/disable the shader entirely, or force it to only draw lines. This in itself is a neat effect.

Cel Detail Shading

This manages the lines drawn when detail in the scene and in textures are outlined. These lines default to light. Cel detail always shades near to the camera and you can control the falloff as distance increases.

Cel Outline Shading

These are the lines drawn around objects based on differences in screen-space depth. These lines default to heavy and can have a mask texture applied to roughen the edges. Cel outlines have a band in the scene depth that can be targeted for shading. Offset is the distance from the camera. Ramp is the linear fade-in and fade-out distance.

Distance overbright

This controls a blend_overlay fog that is useful for colour-grading the scene. In the screenshot above it's used to give distant objects a warm desert-feeling glow.

Shadow Shading

This controls the cross-hatching on your scene. The cross-hatching will target areas with AO shadows. You can also posterize your AO to give it a more cartoony feel. The values in this section have a quite narrow window where they look good, I'd recommend only adjusting them by a tiny bit at a time.

Final tip

If you're getting too many lines drawn on a particular texture but the rest of the scene looks alright, try either lowering the resolution of your textures or go into photoshop and apply a smart blur. The cel shader will pick up even tiny amounts of detail with the right settings, so go nuts and blur it a lot. If you're after a kind of water-colour fill effect, then smart blur is the way to go.

About

Advanced CelShader project for Unreal Engine 4

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published