Features:
- Stylized Rendering System Actor, a post process volume for general control of cel-shading and outline system
- Standard, Metallic, Translucent and Hair Shading
- 7 pattern textures for control over patterns in shadows and highlights of objects
- 7 gradient textures for control over transition from shadows to no shadow and highlight to no highlight
- 10 curve assets for Daytime based shading changes
- 2 Master Materials for normal and translucent
- 15 demo material instances
- 8 demo textures
- 3 Material Functions for setting up compatibility in your materials with SRS
- 18 other utility material functions
- Light Manager Component to manage light colors for cel-shaded lights mode
Number of Blueprints: 3 (+ 4 Demo Blueprints)
Performance: No noticable performance decrease when playing in editor with SRS and one outline type enabled. (Tested on AMD Ryzen 5 3500X, Radeon RX 570, 8GB of RAM)
Known Compatibility Issues: Ultra Dynamic Sky
Replication: Local
Supported Development Platforms: All
Windows: Yes
Mac: Yes(Set the D3D11 Tesselation Mode in the master material to No Tesselation to improve performance)
Documentation: [TUTORIAL SERIES ON YOUTUBE]
Important/Additional Notes: All Styles shown in the trailer and in the product images were created using SRS, however not all shown styles are shipped with SRS. SRS is simply a tool for creating cel-shaded styles.
特征:
- 风格化渲染系统Actor,用于cel-shading和outline系统的一般控制的后期处理卷
- 标准,金属,半透明和头发阴影
- 用于控制对象阴影和高光中的模式的7个模式纹理
- 7个渐变纹理,用于控制从阴影到无阴影和高光到无高光的过渡
- 10个曲线资产,用于白天的阴影变化
- 2普通和半透明的主材料
- 15个演示材质实例
- 8演示纹理
- 3个材质函数,用于设置材质与SRS的兼容性
- 18其他实用材料功能
- 灯光管理器组件,用于管理cel-shaded灯光模式的灯光颜色
蓝图数目: 3(+4演示蓝图)
工作表现: 在启用SRS和一个大纲类型的编辑器中播放时,性能没有明显的下降. (在AMD Ryzen5 3500x,Radeon RX570,8GB RAM上测试)
已知兼容性问题:超动态天空
复制: 本地
支持的开发平台: 全部
窗户: 是的
Mac电脑: 是(将主材料中的D3D11Tesselation模式设置为No Tesselation以提高性能)
文件: [YOUTUBE教程系列]
重要/附加说明:预告片和产品图像中显示的所有样式都是使用SRS创建的,但并非所有显示的样式都随SRS一起提供。 SRS只是一个创建cel阴影样式的工具.
Quickly and easily cel-shade your characters, objects, and visual effects and add up to 25 different customizable styles of outlines to your scene!
SRS allows you to create a variety of different, dynamic art styles for your projects, mimicking the art style found in anime, cartoons or manga. Little to no technical knowledge is required!
- Simple: SRS was made to be easy to use. You do not have to understand materials, shaders or UE4’s post-process system to create your desired art-style.
- Easy: Cel-Shading can be set-up in a matter of minutes by dragging the SRS actor into your scene, and enabling custom-depth on selected objects.
- Customizable: More than 100 different parameters in structured categories allow control over every system of SRS
- Dynamic: The post-process based approach of SRS allows cel-shaded objects to dynamically react to shadows and light sources
- Adaptable: SRS provides options to disable unneeded features to improve performance on lower-end devices
Are you looking for a cel-shader that works on mobile, supports refraction and features material-level control of nearly every cel-shading parameter?
Take a look at the Mobile Version of SRS: Stylized Rendering System for Mobile/VR (Cel-Shader)!
Patch Log: Stylized Rendering System Version 2.1
15th November, 2023
This minor patch fixes some bugs and provides additional warning messages to guide users while using SRS.
– Warning Message: SRS now displays a warning message when attempting to use Secondary Bounds with the ‘Effects’ Quality Setting not set to Epic. A similar warning is shown when attempting to use the Fog Actor with the same quality setting.
– Automatic Lighting Adaptation now automatically disables itself if the SRS Actor is added to a scene/refreshed, when there is no SkyAtmosphere in the scene. It needs to be manually enabled again in this case.
– Fixed ‘Blendable Priority (Read Only)’ not updating correctly and generating an error message in the SRS Actor.
– The Demo Room Character now uses Material Based Outlines to show how those could be used in your project
– The Demo Room Character now has hard-coded controls so it is controllable even in projects that do not have the same keybinds setup.
Patch Log: Stylized Rendering System Version 2
6th July, 2023
With this brand new update to Stylized Rendering System (UE5.0+), you can expect many brand new features – such as reflections, fog, shadow biasing – as well as many improvements and code-overhauls.
NOTE: Some new features require the scalability setting ‘Effects’ to be at ‘Epic’ or ‘Cinematic’. Lower settings currently break these features, as well as the cel-shading. I’m looking into adding an option to disable these features, so that lower ‘Effects’ settings can still be used, without breaking the cel-shading.
New Features
– Fog Actor: Easily add SRS-compatible exponential height fog to your scene. Can also serve as a basis for creating custom srs-compatible fog materials.
– Reflection Actor: Add cubemapped reflections to your scene and control the strength and blur through SRS’s material properties.
– Opaque and Translucent Outlines: Material-based outlines, that are more robust and performant than the standard post-process outlines.
– Color Based Outlines: Add strokes to the “inside” of surfaces along color transitions
– Rimshadow: A rimlight, but in shadows on non-metallic objects. Adds detail that is especially useful when character is fully in shadow.
– Shadow Biasing: Force or hide shadows from within materials using textures.
– Dark Shadow: Mask out areas that should have a darker shadow – only if SRS draws a shadow to that area. Allows you to add dynamic detail to shadowed surfaces
– Secondary Bounds: Allows you to limit where SRS actor take affect to be able to use multiple SRS actors simultaneously!
– Auto Apply Custom Depth: Tool within SRS actor to automatically enable custom depth on meshes that use an SRS compatible material.
Improvements
– Cel-Shader:
– Highlight and Rimlight color can now be modified individually.
– Light direction can now be overwritten in the SRS actor
– Maximum cel-shading distance for masking out sky can now be overwritten from within SRS actor settings
– Atmosphere parameters are now taken into consideration to better match the lighting automatically (requires atmosphere)
– Cel-Shader Feature Control vastly expanded
– Cel-Shader material instance features check-box to use pattern input for brightness input instead. (Make sure to set min and max thickness to 1)
– Post-process outlines:
– Directly control the amount of samples to increase outline quality at the cost of performance.
– Select whether to draw inside or outside of meshes
– Select whether to draw in front of or behind translucent meshes
– Now features setting to scale all outline types at once
– Outline scale at distance is now more consistent with less tweaking required
– Daytime Controls:
– changing of active directional light in SRS no longer requires modifying the light components. Instead the sun should be marked with a
AtmosphereSunLightIndex of 0 – a moon with a 1.
– Highlight/Rimlight opacity and color can now be controlled independently
– Bounds renamed to primary bounds that can now be feathered.
– Updated Icons to match UE5’s icon style
Bug Fixes:
– Fixed updating of daytime refreshing cel-shader correctly while playing
Update II: Patch Notes
With the Update II for UE5 and up, you’ll see bugfixes, slight code cleanup and the new ‘Screen Percentage’ input.
- Added ‘Screen Percentage’ input variable in SRS Actor under General>Advanced. This input can be used to inform SRS of your current viewport screen percentage, so that SRS will adjust the thickness of outlines accordingly. This fixes issues where outlines would grow with lower screen percentages, and shrink with screen percentages higher than 100%
Bugfixes:
- Fixed highlights, rimlights and shadows appearing slightly jagged on translucent objects on low-poly meshes
- Fixed Custom Depth Stencil masking of the cel-shader not working when ‘Only on Custom Depth’ is disabled
- Fixed updating of daytime not updating cel-shader automatically
- Fixed some outline types appearing in front of translucent objects
Major Content Update I: Patch Notes
The Major Content Update I is a free update for all owners of SRS. It is available for UE4.27 and higher versions.
- Added the “Anisotropic Highlight” and “Anisotropic Direction” Parameter to materials to allow switching between different highlight shapes.
- Added the option to choose between the “Overwrite” or “Blend” mode for the Shadow Color or Highlight Color.
- Overwrite: The specified Shadow/Highlight Color directly gets applied to the shadows/highlights. The object’s base color does not affect the final color of the shadows/highlights.
- Blend: Default mode, where the Shadow/Highlight color gets multiplied by the base color to determine the final color
- Added options to control various different settings regarding color, highlights, shadows depending on the time of day, which can be specified in the SRS actor
- Added option to switch between 2 different “Directional Light Actors”, so highlights and rimlights can react to both moon and sun, depending on the time day
- Added the option to tint all cel-shaded objects to make them better fit into your scenes.
- Decreased maximum highlight size to allow for more precise editing
快速轻松地为您的角色,对象和视觉效果添加阴影,并为您的场景添加多达25种不同的可自定义样式的轮廓!
SRS允许您为您的项目创建各种不同的动态艺术风格,模仿动画,卡通或漫画中的艺术风格。 几乎不需要技术知识!
- 简单: SRS是为了易于使用。 您无需了解材质、着色器或UE4的后处理系统即可创建所需的艺术风格。
- 容易: 通过将SRS actor拖入场景,并在选定对象上启用自定义深度,可以在几分钟内设置Cel着色。
- 可定制: 结构化类别中的100多个不同参数允许控制SRS的每个系统
- 动态的: 基于后处理的SRS方法允许cel阴影对象动态响应阴影和光源
- 适应性强: SRS提供了禁用不需要的功能的选项,以提高低端设备的性能
您是否正在寻找一款适用于移动设备的cel着色器,支持折射并具有几乎每个cel着色参数的材质级控制功能?
看看SRS的移动版本: 移动/VR的风格化渲染系统(Cel-着色器)!
补丁日志:程式化渲染系统版本2.1
2023年11月15日
这个小补丁修复了一些错误,并提供了额外的警告消息来指导用户使用SRS。
-警告消息:SRS现在在尝试使用”效果”质量设置未设置为Epic的辅助边界时显示警告消息。 当尝试使用具有相同质量设置的雾Actor时,会显示类似的警告。
-如果SRS Actor添加到场景/刷新,当场景中没有SkyAtmosphere时,自动照明适应现在会自动禁用自身。 在这种情况下,需要再次手动启用它。
-修正”Blendable Priority(只读)”无法正确更新并在SRS Actor中生成错误消息。
-演示室角色现在使用基于材料的轮廓来显示如何在您的项目中使用这些轮廓
-演示室角色现在具有硬编码控件,因此即使在没有相同keybinds设置的项目中也是可控的。
补丁日志:程式化渲染系统版本2
2023年7月6日
通过对风格化渲染系统(UE5.0+)的全新更新,您可以期待许多全新的功能-如反射,雾,阴影偏置-以及许多改进和代码大修。
注: 一些新特性要求可伸缩性设置”效果”为”史诗”或”电影”。 较低的设置目前打破了这些功能,以及cel阴影。 我正在考虑添加一个选项来禁用这些功能,以便仍然可以使用较低的”效果”设置,而不会破坏cel-shading。
新功能
-雾演员:轻松添加SRS兼容指数高度雾到您的场景。 还可以作为创建自定义srs兼容雾材料的基础。
-反射Actor:将立方体贴图反射添加到场景中,并通过SRS的材质属性控制强度和模糊。
-不透明和半透明轮廓:基于材料的轮廓,比标准的后处理轮廓更坚固和性能。
-基于颜色的轮廓:沿颜色过渡向表面的”内部”添加笔画
-Rimshadow:一个rimlight,但在非金属物体上的阴影中。 添加当角色完全处于阴影中时特别有用的细节。
-阴影偏置:使用纹理从材质中强制或隐藏阴影。
-黑暗阴影:掩盖应该有一个黑暗阴影的区域-只有当SRS绘制一个阴影到该区域。 允许您向阴影表面添加动态细节
-辅助边界:允许您限制SRS actor影响的位置,以便能够同时使用多个SRS actor!
-自动应用自定义深度:SRS actor中的工具,可在使用SRS兼容材质的网格体上自动启用自定义深度。
改进措施
-Cel-着色器:
-高光和Rimlight颜色现在可以单独修改。
-光线方向现在可以在SRS actor中复盖
-用于遮蔽天空的最大cel阴影距离现在可以从SRS actor设置中复盖
-现在考虑大气参数,以更好地自动匹配照明(需要大气)
-Cel-着色器功能控制大大扩展
-Cel-着色器材质实例功能复选框以使用模式输入代替亮度输入。 (确保将最小和最大厚度设置为1)
-后工序大纲:
-以性能为代价直接控制样品量以提高质量。
-选择是在网格内部还是外部绘制
-选择是在半透明网格的前面还是后面绘制
-现在功能设置一次缩放所有大纲类型
-距离上的轮廓比例尺现在更一致,所需的调整更少
-日间控制:
-在SRS中改变有源定向光不再需要修改光组件。 相反,太阳应该用一个
AtmosphereSunLightIndex of0-a moon with a1.
-高光/边缘光不透明度和颜色现在可以独立控制
-边界重命名为现在可以羽化的主要边界。
-更新图标以配合UE5的图标样式
错误修复:
-修复了在播放时正确更新日间刷新cel-shader
更新二:补丁说明
在UE5及更高版本的更新II中,您将看到错误修复、轻微的代码清理和新的”屏幕百分比”输入。
- 在常规>高级下的SRS Actor中添加了”屏幕百分比”输入变量。 此输入可用于通知SRS当前视口屏幕百分比,以便SRS相应地调整轮廓的厚度。 这解决了轮廓会随着较低的屏幕百分比而增长,而随着屏幕百分比高于100而缩小的问题%
错误修正:
- 固定高光、边缘光和阴影在低多边形网格上的半透明物体上出现轻微锯齿
- 修正当”仅在自定义深度”禁用时,cel着色器的自定义深度模板屏蔽不起作用
- 修正了白天不自动更新cel-着色器的更新
- 修正了一些出现在半透明对象前面的轮廓类型
主要内容更新I:补丁说明
主要内容更新I是 免费更新 适用于SRS的所有业主。 它适用于UE4.27及更高版本。
- 在材质中添加了”各向异性突出显示”和”各向异性方向”参数,以允许在 不同的高光形状.
- 添加了在 “复盖”或”混合”模式 为阴影颜色或高光颜色。
- 复盖:指定的阴影/高光颜色直接应用于阴影/高光。 对象的基色不会影响阴影/高光的最终颜色。
- 混合,混合:默认模式,其中阴影/高光颜色乘以基色以确定最终颜色
- 添加选项来控制有关颜色,高光,阴影取决于各种不同的设置 一天中的时间,可在SRS actor中指定
- 增加了在2个不同的”方向光Actor”之间切换的选项,因此高光和边缘光可以对两者做出反应 月亮和太阳,取决于时间一天
- 添加了选项 为所有cel阴影对象着色 让它们更适合你的场景。
- 减少最大高光尺寸以实现更精确的编辑
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