We present a fully customizable outline and shading solution with Bloom and Translucency passed through

我们提出了一个完全可定制的轮廓和阴影解决方案与绽放和半透明通过

Features:

  • Outline
  • global thickness
  • edge tolerance
  • edge gradient
  • ‘Cel’ Shading
  • Banding or Two-tone
  • gradient sharpness (pow nodes)
  • darkness
  • shadow adjustment (also see your lights’ settings)
  • responds to all/any lights
  • transparency isn’t erased (see included glass example)
  • Comparison
  • Set Compare to 1 to see original side-by-side with end result

Number of Materials: 1

Do Materials derive from a Master Material with instances as variation: No

Number of Textures: N/A

Supported Development Platforms: PC, Xbox/PS/Switch(unverified), mobile (possible with adjustments)

Supported Target Build Platforms: PC

Documentation: in description and comments

Important/Additional Notes:

特征:

  • 大纲
  • 全局厚度
  • 边缘公差
  • 边缘梯度
  • ‘Cel’阴影
  • 带状或双色
  • 梯度锐度(pow节点)
  • 黑暗
  • 阴影调整(另请参阅灯光设置)
  • 响应所有/任何灯光
  • 透明度不会被擦除(请参阅包含的玻璃示例)
  • 比较
  • 将比较设置为1以查看原始并排和最终结果

材料数量:1

材质是否派生自具有实例作为变体的主材质:否

纹理数量:N/A

支持的开发平台:PC,Xbox/PS/Switch(未经证实),移动(可能与调整)

支持的目标构建平台:PC

文档:在描述和评论中

重要/附加注意事项:










Package includes 1 Post Process material with around 200 instructions

Outlines are robust and naturally vary in width, large distances are thicker and short are thin

Your choice of outline color or you can base it off the scene’s color

Cel shading available in two forms, a two-tone with a gradient blend, and a band based also with a variable sharpness gradient blend

Fully commented nodes (short descriptions)

Includes sample scene and meshes

Setup:

Make sure you have a post process volume in the level with ‘unbound’ or ‘infinite extent’ checked

add the material as a post process asset

you may need to change from temporalAA Anti Aliasing as it creates flickering (FXAA recommended)

Adjust the variables as you see fit, be sure to back up a copy to reference default values

包装包括1个后处理材料与大约200个指令

轮廓是坚固的,自然变化的宽度,大的距离是厚的,短的是薄的

你可以选择轮廓颜色,也可以根据场景的颜色来选择

Cel阴影有两种形式,一种是带有渐变混合的双色调,另一种是基于可变锐度渐变混合的波段

完全注释的节点(简短描述)

包括示例场景和网格

安装程序:

确保你有一个后处理卷在水平与”未绑定”或”无限范围”检查

将材料添加为后期处理资源

您可能需要从fxaa抗锯齿更改,因为它会创建闪烁(FXAA推荐)

根据您认为合适的方式调整变量,请务必备份副本以引用默认值

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