Features:
- PostProcess Material
- Cel Shading Effect
- Outline Effect
- PostProcess effects’ intensity is customizable
Base Materials: 7
Material Instances: 33
Material Functions: 4
Number of Textures: 0
Supported Development Platforms:
Windows: Yes and tested
Mac: Yes but not tested
Documentation path: Content\CelToonOutlinePP\CelToonOutlinePP_Doc.pdf
Video showing the effect of each parameter
Targeting only desktop platforms and deferred rendering.
特征:
- 后处理材料
- Cel遮光效果
- 轮廓效果
- 后处理效果的强度是可定制的
基本材料:7
材料实例:33
材料功能:4
纹理数量:0
支持的开发平台:
Windows:是的,经过测试
Mac:是的,但没有测试
文档路径:Content\CelToonOutlinePP\CelToonOutlinePP_Doc。pdf格式
仅针对桌面平台和延迟渲染。
Animated Video showing the stylizing power of the post process material
Video showing the effect of each parameter
Documentation path: Content\CelToonOutlinePP\CelToonOutlinePP_Doc.pdf
For Beginners: Video on how to apply a Material To Post Process Volume
Important:
This note is for levels containing translucent objects or objects with complex materials, like skin translucency or particles. For those levels, I recommend you to use, from this product, a post-process material based on GBuffer color and rendered before translucency.
To do so you can create a material instance from one of the following materials: NK_M_CelToonOutlinePP_GBufferCol_BeforeTransl, NK_M_CelToonOutlinePP_3TransGBufferCol_BeforeTransl, or use an existing material instance provided by this product and its name contains: ‘GBufferCol’ and ‘BeforeTransl’.
The mentioned materials also work for simple levels.
The Domain of use:
Only deferred rendering.
Only desktop platforms as target. Build tests performed only on Windows 64 bit.
Notes:
If you want in addition a painterly effect, please check out: Painterly Cel Toon Outline Post Process Material
If you want in addition the cel bands to take effect on volumetric clouds, please check out: Stylize And Fine Tune Post Process Material
Features:
Cel shading: able to choose between 2 or 3 shade transitions with customizable dark and light colors.
Outline: normal and depth outline. Color, thickness, and distance fading are customizable.
Ambient Occlusion: with customizable intensity.
Flexibility:
The post processing nature of the material makes it applicable and tweak-able for any project. Just create your postProcess volume and apply your material instance to it.
Easy and intuitive to use:
Create your material instance, tweak a few parameters, and get an infinite amount of cel toon postProcess shader styles.
Intuitive parameters’ names:
No technical names, a parameter name tells exactly what a parameter does.
If the name is not enough, some parameters have descriptions, just hover over your parameter.
Performance:
Base pass shader without light map: 33 instructions
Base pass vertex shader: 44 instructions
文档路径:Content\CelToonOutlinePP\CelToonOutlinePP_Doc。pdf格式
重要事项:
此注释适用于包含半透明对象或具有复杂材质(如皮肤半透明或粒子)的对象的关卡。 对于这些级别,我建议您使用,从这个产品,一个后处理材料基于GBuffer颜色和渲染之前半透明。
为此,您可以从以下材质之一创建材质实例:NK_M_CelToonOutlinePP_GBufferCol_beforetransl、NK_M_CelToonOutlinePP_3TransGBuffercol_beforetransl,或者使用本产品提供的现有材质实例,其名称包含:’GBufferCol’和’BeforeTransl’。
提到的材料也适用于简单的水平。
使用领域:
只有延迟渲染。
只有桌面平台作为目标。 仅在Windows64位上执行的构建测试。
注意事项:
如果您想要另外的绘画效果,请查看: 油漆Cel Toon概述后处理材料
如果您希望cel带在体积云上生效,请查看: 风格化和微调后处理材料
特征:
Cel阴影:能够选择2或3个阴影过渡与可定制的黑暗和光明的颜色.
轮廓:正常和深度轮廓。 颜色,厚度和距离褪色是可定制的。
环境光遮蔽:具有可自定义的强度。
灵活性:
材料的后处理性质使其适用于任何项目。 只需创建后处理卷并将材质实例应用到它即可。
简单直观的使用:
创建您的材质实例,调整一些参数,并获得无限量的cel toon后处理着色器样式。
直观的参数名称:
没有技术名称,参数名称确切地告诉参数的作用。
如果名称不够,某些参数有描述,只需将鼠标悬停在您的参数上即可。
工作表现:
Base pass shader without light map:33条指令
Base pass顶点着色器:44条指令
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